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Thread: Many Objects ... Game slow down

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Post Many Objects ... Game slow down

    i have a platformgame with large frame and paralaxscrolling. there a many objects ( 300-400 ) in the frame, that slow down the game. what can i do to increase the game speed ? would it make any sense, to make the objects invisible if they are not visible ?

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    1: What are your frame dimensions?
    2: How many events are assigned to each active object on average?
    3: How many lines of events are on the first frame?
    4: What are the specs of your machine?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Large active objects can cause slowdown.
    Many objects in the frame at the same time cann cause slowdown ( you can try to cut back on the Particle Effects if you have any ).
    Scrolling in an application can case slowdown ( you could make the screen autoscool only when Plyer reaces the edge of the frame ).
    Lots of FastLoops can caus slowdown.
    Lots of 'colision' or 'overlap events' can cause some slowdown ( especially when triggered inside a FastLoop ).
    ...
    It would be eaier for us to pinpoint the cause of the slowdown if you posted a screenshot or video of what is happening in your application.

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    Large active objects can cause slowdown.
    Many objects in the frame at the same time cann cause slowdown ( you can try to cut back on the Particle Effects if you have any ).
    Scrolling in an application can case slowdown ( you could make the screen autoscool only when Plyer reaces the edge of the frame ).
    Lots of FastLoops can caus slowdown.
    Lots of 'colision' or 'overlap events' can cause some slowdown ( especially when triggered inside a FastLoop ).
    ...
    It would be eaier for us to pinpoint the cause of the slowdown if you posted a screenshot or video of what is happening in your application.
    EDIT. Sorry for the doubble post, slow network, dont know what happened

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    1) What runtime are you using? Standard/Direct3D 9/IOS.
    2) Are you using any ink effects or pixel shaders? (These can really slow things done if not done correctly)
    3) Is there an event with complex calculations that's "Always" being created?
    4) If you have fastloops with complex calculations or collision checks, are they being properly deactivated?
    5) Do you have a fastloop that's "Always" being ran? (Have to be careful with these aswell)
    6) Are all objects being properly destroyed if not needed?

    The best way to check what's causing slow downs is to deactivate groups of code one by one until you pinpoint what's causing your application to run slowly.

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    Quote Originally Posted by ElectricMaster View Post
    1: What are your frame dimensions?
    2: How many events are assigned to each active object on average?
    3: How many lines of events are on the first frame?
    4: What are the specs of your machine?
    1. 12228x1436
    2. On the most objects, one event
    3. 248 Events
    4. IOS iPad 2

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    Quote Originally Posted by oasuke View Post
    1) What runtime are you using? Standard/Direct3D 9/IOS.
    2) Are you using any ink effects or pixel shaders? (These can really slow things done if not done correctly)
    3) Is there an event with complex calculations that's "Always" being created?
    4) If you have fastloops with complex calculations or collision checks, are they being properly deactivated?
    5) Do you have a fastloop that's "Always" being ran? (Have to be careful with these aswell)
    6) Are all objects being properly destroyed if not needed?

    The best way to check what's causing slow downs is to deactivate groups of code one by one until you pinpoint what's causing your application to run slowly.
    1. IOS
    2. No
    3. No
    4. and 5. No Fastloops
    6. When i destroy objects that are beheind me, the speed increase.

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