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Thread: colliders made with active objcts vs backdrops, any pros and cons?

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    Clicker

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    colliders made with active objcts vs backdrops, any pros and cons?

    what are the pros and cons of using background objects vs active objects as colliders to trigger events?
    If the actives are static objects that never move are there any advantages in terms of resource use, reliability or stability?
    Thanks John

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    some testing in the past suggested in D3D there is small to no difference
    while in standard mode there is a pretty big performance difference (backdrops being much faster, to scroll i.e.)

    as for reliability/stability I think they could be considered equivalent

  3. #3
    Clicker

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    Thanks...i'm actually concerned mosty with html5 output at the moment. Has there been any tests run?

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    None that I'm aware of,
    but shouldn't be too awkward setting up a quick test,
    something simple like:

    1) create a wide frame area
    2) put in a frame rate counter (always >>> set counter to framerate)
    3) drop in:
    - a dummy active object
    - a movable "player" object (i.e. 8 directions) with camera centered on him
    - an edit box
    4) on keypress "A" >>> start loop "active" val(edit text) times
    5) on keypress "B" >>> start loop "backdrop" val(edit text) times
    6) on keypress "R" >>> restart the frame

    on these loops create actives /or paste backdrops to fill a screen area

    start the game, put in a high value in the edit box,
    fire one of the two loops
    then scroll around and see when framerate drops
    then restart and test the other loop with same number of loops

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