Which is more expensive: Interpolate or constrain?

InLikeFlynnInLikeFlynn Member Posts: 171
edited November -1 in Working with GS (Mac)
I have a bunch of actors bobbing up and down at the same time. I've heard both interpolate and constrain can be expensive. Does anyone know if it would be worth having one actor interpolate, while the rest are constrained to that variable? Is there a list somewhere that says about how much each behavior costs?

Comments

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    interpolate is far less resource intensive than constrain. constrain is prob one of the most resource intensive.

    As far as each behavior you'll just have to search the forum and play with it your self. there have been many discussions

    Some of the worst things to use is Constrain,Spawn,Destroy,Gravity to name a few.

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  • InLikeFlynnInLikeFlynn Member Posts: 171
    Thanks, that's good to know. I would have guessed the other way around. I was considering constraining other variables to 1 interpolate to avoid using it. :P
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    the reason constrain is one of the worst is it is a condition that is constantly firing or checking itself which means constant memory usage. Interpolate is actually one of the best and most precise ways to move an actor. another nice thing with interpolate is you can uncheck the movable attribute and still move actors with interpolate. THat even further improves performance.

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