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Thread: Anyone else getting slow downs when using 160+ Objects each with their own Arrays?

  1. #1
    Clicker

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    Anyone else getting slow downs when using 160+ Objects each with their own Arrays?

    I am using other programs/coding languages/etc while using this to test its limits.. I was shocked to find the for each object loops (or for loops with CountNumberOfObject......) as the means to manage individual arrays but I managed to push on... then I came to a problem, assigning each objects arrays. I am confused here. If I give one object one or two arrays and run for each loops to pick each object and update each array based on the owners parameters or even akin arrays and create 162+ objects I notice tremendous slow down in my project. Am I doing this wrong? I could easily do this in other engines without great slowdown approaching around 1000+ objects.

    Is alterable values the only real way to manage this amount of objects without great lag in Clickteam fusion or am I (I hope) doing some dreadfully wrong?

    Obviously this must be user error. If anyone has an example of a demo somewhere with arrays per object I would love to see it.

    This might account for why games such as The Escapists had such low unit counts.. I know this engine lacks real camera management functions so whats the best way to disable objects and their arrays when out of view of the frame atleast to manage overhead. Or do most people manage each array per frame or some such, save data PER object somewhere, and then destroy the objects and reload them on creation? Not sure how to do that with clickteam. Would be tons of files saved if using so many objects.... Not sure thats good either.

    Any help on this, or common usage would be appreciated.

  2. #2
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Simon's Avatar
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    Can you elaborate a bit more on the nature of the data you are storing in your arrays? How many x y z pages are you using for example?

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    Clicker

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    Quote Originally Posted by Simon View Post
    Can you elaborate a bit more on the nature of the data you are storing in your arrays? How many x y z pages are you using for example?
    Never mess with Z, basic 10, 10, 1. As for the nature of data, they are just values that change.

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    Clicker Fusion 2.5
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    You should to use ini. With it you can stock more than 160 objets and more category than an array

  5. #5
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    Quote Originally Posted by Snail View Post
    Are you using the Array class or a different extension?
    Just a note there Snail, calling it the Array "class" might be confusing to users, It is called the "Array Object". Using terms like instantiate is also unhelpful as Fusion never talks about use in these terms, it adds confusing and unnecessary lingo and jargon for average users - take care please.

    PotatoMerchantz5: could you explain what type of data you are storing in each array in the x/y dimensions, and how often you're accessing and updating it.

  6. #6
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    I spoke to Yves briefly about your issue and he recommends given the small size of your array data, that you should use alterable values for each object. These can be accessed using an index number instead of a named value and there are virtually unlimited values available in this manner. So you could start at index 100 and go up to 200 if you wish. You can easily convert that into coordinates if you wish too, so assuming data grid of 10 x 10, 100 + (y * 10) + x would give you the correct index value from 100-200.

    You should find this a lot faster.

  7. #7
    Clicker

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    I have done what Snail and Simon suggest and will now do what Bertard said and use inis to write values for storage. I was calling them as alterable values, so every frame a value was being read. Even when adding flags to disable rapid calls for initiated values or constants it was too slow for my taste.

  8. #8
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    I am not sure I understand --- What was happening when you used the alterable values?

    If you had some sort of example file you could upload I bet some of the super users here could figure out the best and most efficient way to accomplish the task.

    We have had some pretty large games created with the software.
    We have also had people who did things inefficiently (perhaps for Fusion only but you do need to work within the tools enviroment) and could get even their simple game to have decent performance.

    This game has a lot of stuff going on.

  9. #9
    Clicker

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    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?

  10. #10
    Clicker

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    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

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