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Thread: Changing direction when far away good for performance?

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    Clicker

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    Changing direction when far away good for performance?

    I am doing a very big framed game about 10000*10000. There will obviously only be a small part seen of the frame area at one time so I am trying to find out good way to optimize for the stuff that are currently not "used". I was thinking about something I have not heard about. What if I for example have a big complex active very far from the current playarea. Would it be good to change its direction to one where it is only a tiny pixel when far away? Or does it not matter? I was thinking it would save it from rendering it but maybe it does not either way because it is far away?

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Object --> Properties --> Inactiveate if to far from frame [yes]
    ???

  3. #3
    Clicker Multimedia Fusion 2 DeveloperAndroid Export Module

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    You could go into the active's properties and uncheck "create at start". Then, when the player is a certain distance away from where the active should normally be, do this:

    * "player" overlapping "Active Spawn Zone" ---> Create "Active"
    ---> Set Flag 1 of "Active" ON

    * Flag 1 of "Active" is ON ---> Do all the stuff the active is suppose to do.

    Of course, try the "inactive if too far away from frame" thing first....

  4. #4
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Yes, the best option is to Uncheck "Destroy if far from frame", and choose "Inactivate if far from frame"

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