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Thread: Too many active objects problem!

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    Too many active objects problem!

    I've just found yet another problem- When running a game I'm working on, if there are more than about 350 objects at once (according to the debugger), then MMF2 sometimes won't let me create any new objects. Specifically, by hitting Down Arrow the character can duck and roll, and this duck and roll animation is its own object. If there are more than 350 other objects (flames, smoke) then MMF2 doesnt respond, and there's no ducking and rolling. Is there some unspoken limit for the number of objects MMF2 can handle at once?

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    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    Re: Too many active objects problem!

    Go to the frame properties and you can change the object limit.
    .:::.Joshtek.:::.

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    Re: Too many active objects problem!

    My object limit was always 500, but maybe i should put it at 1000 just to make sure?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleInstall Creator Pro

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    Re: Too many active objects problem!

    I usually calculate how many Actives can exist at the same time, then I set the limit to about this maximum + 100 objects as reserve. Maybe higher during development. Sometimes I read the max value has an effect on the performance, so I wouldn't set it too high witout a reason.

    I strongly recommend to add a counter with "Always-Set counter to total number of objects" until all tests are finished. This helps to track problems if any create- or destroy-events don't work as expected.

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    Re: Too many active objects problem!

    The debugger displays the number of objects..

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    Clicker Fusion 2.5 DeveloperAndroid Export Module

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    Re: Too many active objects problem!

    I done some testing a while back and I noticed that as more objects are created mmf and mmf2 eventually stops creating more objects. What I think begins to happen is the computer begins to run out of puff, so MMF sacrifices object creation in favor of keeping the program going. If you have a look on my Fusion web site you'll see the effect of Object number on CPU cycles.

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    Re: Too many active objects problem!

    Yes, your FPS vs. active object program is ingenious and very useful. And despite the fact that I have a 2.79 GHZ, 512 mb, XP, it began to drop significantly after 400. What the hell, huh? By any chance, are you planning to make one for MMF2? I'm not even sure that it would change much.

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    Re: Too many active objects problem!

    Hi, i'm curious, what you are doing with 350+ fire and smoke objects. Don't you destroy them after you create them? They aren't full looping animations that stay in the play area I hope?!

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    Re: Too many active objects problem!

    Quote Originally Posted by Random
    The debugger displays the number of objects..
    Ok, still gotta become more familiar with MMF2

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