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PxParticles update (not official) http://px.worms2d.info/forum/viewtopic.php?f=13&t=537 |
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Author: | PyroMan [ Thu Dec 06, 2012 12:38 am ] | ||
Post subject: | PxParticles update (not official) | ||
i found that particles when they`re done - getting state "dead" but still in list. Then operator reads who`s dead from list (which can be HUGE) and unload them. Why don`t we unload them as soon as they are "dead"? I tryed that and got amazing results. Those operator placed in M_FRAME type and could proceed 500-700 particles per 5-10 secs. Without it game free`s thouthands of particle objects per second. I think its great and we should update this awesome Library.
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Author: | -raffie- [ Fri Dec 07, 2012 10:32 am ] |
Post subject: | Re: PxParticles update (not official) |
This means existing weaps that make use of this lib can get performace boost aswell? I wonder which ones that would be then... The Sentry Gun for example lags the game when there are placed a lot of them on the map. |
Author: | PyroMan [ Sat Dec 08, 2012 9:34 am ] |
Post subject: | Re: PxParticles update (not official) |
-raffie- wrote: This means existing weaps that make use of this lib can get performace boost aswell? I wonder which ones that would be then... The Sentry Gun for example lags the game when there are placed a lot of them on the map. Yep you understood it right. Those weapons that makes lot of particles will work Much faster (if many particles around). For example bowlingball`s trail uses particles, laser, tazor, magnet, sentrygun. Ofcourse they use just a touch of particles, but if some1 (like me ![]() It unload particles extremely fast and synchronized (which is the most important). But about sentry gun - it lags not becouse of particles. i`ve looked at its script, it uses particles to render Bullet`s shell ejection (sprite 115). I think it lags coz each of placed sentrys reading everything around and checks if anyone is in radius of activity. And if radius active - running even more huge scripts ![]() ![]() |
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