Move Vs Interpolate

What would be more straining on the memory.

The Move Behaviour or Interpolate. I'm guessing move since it uses the physics.

Am I right?

W.

Comments

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    Nope, it´s the other way around. Interpolate is lighter, because it does not use physics.

  • wilsongaluchowilsongalucho Member Posts: 180

    haha I thought I said that xD @NipaDidIt

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    @wilsongalucho said:
    haha I thought I said that xD @NipaDidIt

    Oops! Just read your post again and indeed that's what you said :smiley:

    Need to pay more attention next time...

  • ArmellineArmelline Member, PRO Posts: 5,406

    Unless you're throwing dozens and dozens of actors on the scene and moving all of them, it's really not going to make a difference. The reasons for using one over the other are more precision and control of movement.

  • wilsongaluchowilsongalucho Member Posts: 180

    Well I do have quite a few actors being spawned and moving across my scene.

    Do you know why does spawning and destroying actors affects performance? @Armelline

    As I was thinking of recycle the actors instead of destroying them. I've made many attempts to optimize my scene still lagging somehow...

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @wilsongalucho said:
    Well I do have quite a few actors being spawned and moving across my scene.

    Do you know why does spawning and destroying actors affects performance? @Armelline

    As I was thinking of recycle the actors instead of destroying them. I've made many attempts to optimize my scene still lagging somehow...

    As I mention in our PM. Your issue is with Android as you said it doesn't lag on ios. You're not going to fix the lag as it's on GS end. You need to wait for them to fix the issue. I looked at your code and it looks good. Keep building your game and they will fix the issue.

  • wilsongaluchowilsongalucho Member Posts: 180

    @Lost_Oasis_Games Hmm it maybe but I'm not fully convinced since I reverted and exported a build from Mac Create 13.3 and it still lagged.. I will test it on the Iphone 4 tonight, its the oldest iOS device I have at hand and see if it lags there..

  • ArmellineArmelline Member, PRO Posts: 5,406

    Sounds like your issues is unrelated, but I'll answer your question anyway.

    Spawning of actors will cause lag under various circumstances:

    • You spawn too many actors at once - 10 or so actors being spawned simultaneously will cause a noticeable delay
    • The actors you are spawning have a lot of logic that is run when they first spawn
    • The actors you are spawning have large and/or previously unused on the scene images

    Destroying actors doesn't have nearly as big an impact as people often say. Recycling actors can often be MORE intensive than just spawning and destroying them. It really depends on your exact needs, though, as with most things in GameSalad.

  • wilsongaluchowilsongalucho Member Posts: 180

    Thanks for the info @Armelline

  • wilsongaluchowilsongalucho Member Posts: 180

    @Lost_Oasis_Games @Armelline ok so I tested on iPhone 4 and no lag, so i it work on iphone 4 I have nothing to worry about right ;)

  • ArmellineArmelline Member, PRO Posts: 5,406

    @wilsongalucho said:
    @Lost_Oasis_Games @Armelline ok so I tested on iPhone 4 and no lag, so i it work on iphone 4 I have nothing to worry about right ;)

    Absolutely! Really very little point optimising for lower than iPhone 4 nowadays.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @wilsongalucho said:
    @Lost_Oasis_Games @Armelline ok so I tested on iPhone 4 and no lag, so i it work on iphone 4 I have nothing to worry about right ;)

    If it was me I would keep building my game based on those results. As I said, this is a GS issue in relationship to the android build side. It's good though that you took the time to build your code better. One should always look for the best logic method. Just because so ething works doesn't mean it's right...lol

  • wilsongaluchowilsongalucho Member Posts: 180
    edited November 2015

    Yap totally agree. I did have a few actors spawning every half of second that were totally unecessary @pHghost has been a great help too finding ways to further optimise the scene ;)

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