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Thread: 360 Degree Shooting with perfect collision = slowdown

  1. #1
    Clicker

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    360 Degree Shooting with perfect collision = slowdown

    I found an old example of 360 degree shooting on this forum and I've been using it to make a twin-stick shooter. It's been working great until I tried to increase the amount of bullets on screen at a time and ended up with drastic slowdown most likely caused by fast loops or some such thing. I don't know how else to get 360 degree fastloop shooting with precise hit detection and NOT get slowdown.

    Here's the modified example I've been using to demonstrate what I mean.

    Any ideas?

    https://app.box.com/s/2d6kr3takd0uetwwjelect4bsfbxacfj

  2. #2
    Clickteam Clickteam

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    The old ForEach object is slow, you should replace it with the built-in ForEach actions/conditions. I attach a modified version (using a global value to store the current bullet's fixed value).
    Attached files Attached files

  3. #3
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    try to use 2.5 "for each" it's faster360DegreeShooting fast.mfa

  4. #4
    Clicker

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    Thanks, i'll give it a shot!

  5. #5
    Clicker Fusion 2.5 Developer

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    Or don't use ForEach loops at all. They're great, and much faster than comparing a spread id value against a loop index (which you will see a lot in old examples), but they're quite often used to do things that could have been achieved just using the automatic scoping / instance pairing system. But, yeah, be careful of copying extremely old examples (especially mine!), as there's often a better way of doing things now, either using new features added to CF2.5, or just better techniques (some of my very old examples - if it has pink comments, it's probably one of mine - should definitely NOT be copied!).

    This would be another alternative:
    360DegreeShootingEdit.mfa

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