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Thread: Anyway to optimize this further ? (multi body part game objects)

  1. #1
    Clicker

    Fusion 2.5 (Steam)

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    Anyway to optimize this further ? (multi body part game objects)

    seem max preformance is about 998-1000 (total), so divide by parts == 499 objects with two parts (998 total), 333 objects with 3 parts (999 total), 250 objects with 4 parts total (1000 total), etc, etc.

    is this the max fusion can handle? here is an example,

    stress_test_multispart_objects.mfa

    i hope someone can show me what im obviously doing wrong here, i read many tutroaisl and examples they all end up doing this one way or another.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    This is a bit better:
    stress_test_multispart_objects_1.mfa

    but yeah, you won't go past very high numbers with this unfortunately

    some solution could be breaking loops in more frames, so that half stick for each frame,
    but this will be probably noticeable for what you need
    or refreshing attaching only to elements who moved (no need to refresh position if the element didn't move)

    (btw: you can untick "create at start" in object properties instead of destroying at start, if you prefer)

  3. #3
    Clicker

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    Yeah I thought of that and it is.

    hmmm, oh well.

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