oh now I understand arrays are long term storage for working alterable values already set. Do you know any way to increase amount of strings? or what is the best way to manage alot of data, just use numbers?
oh now I understand arrays are long term storage for working alterable values already set. Do you know any way to increase amount of strings? or what is the best way to manage alot of data, just use numbers?
Interesting, and yes for the first part that is waht I did. But now I understand more about arrays and its load. I have a question what if I want to create a form of bank for the data in each object outside of the game? and load it back
As far I know INI or Array has no bearing on Clickteam Fusions' performance, Even at 20,0000 active objects running at once
Fusion isn't using 4% CPU cycles. Would you be able to post an example to have a look?
Would be able to post an example? I'll take a look, see if can find what the root of the challenge your experiencing.
If don't want to share the source, you can PM me the an example.
XD
Sad to say I had deleted it, but all I did was run a fast loop on each object at the start, create an array, when each object was created, and set the first X in each one to the unique ID alt value per each. It takes quite a few for each loops but is very simple to do. Snail said it. And again for each loops to get back the same unique value. for loops dont seem to have any specific differentiating value even when using unique values? Even then I think the problem is a for loop still needs to run number of X array Count times to loop them all so you just end up using a for each loop anyway..
I'm using about 1500 array files 7 arrays at the same time with a range from 1..900 items within.
Combined with this, I am using a lot of loops, and it's loading instantly for me.. Not seeing any slowdowns etc.
And on top of that.. based on the amount of items in the array, it's creating an active.. Usually I have between 1200 - 2400 actives at once on my screen.
loads within milliseconds, unless i am missing something here??
As for INI's.. They are fast as well.
Clearing individual items is somewhat slower. but not a showstopper.
I am working on it, so far I've decided to expand an array with the amount of tiles and simply catalogue each actives current x and y and then I guess I will have to destroy them all and run a for loop that recreates the same active and with its same animation frame at each position with a for loop through the array. i admit i am unfamiliar with all the commands in fusion so its taking me awhile as I figure out a bunch of other stuff im doing. should I figure it out ill post a .mfa in that thread.
I am having trouble figuring out how to use the ini ++, do I need to create the files first? the example wont load without the Move With Bezier.mfx. So I dont understand how to generate new Inis or rtf files or csvs. Am I right to say you just use loops to choose when to use certain arrays? maybe by counting 7 at a time in an index of objects such as 10000 objects, every 7 set to a global, loop from this global value at the end add 7, loop from the next set of objects with the id's 1-7, 8-14, 15-21? it is beyond me. perhaps I will recreate this and see what I did wrong.