What is the best option for best performance?

hrsmediahrsmedia Member Posts: 522
edited November -1 in Working with GS (Mac)
Option 1 = Have 1 main scene. Create a Level attribute and for example have a spawner actor that spawns all the different actors depending on what the Level attribute is.

Option 2 = Create a scene and spawner actors for each level.

So if you have 1 actor with say 50 rules in it, but only 1 rule works at a time depending on the level. Does the program read all the rules, therefore slowing down the game?

Hope this makes sense...Thanks!

Comments

  • hrsmediahrsmedia Member Posts: 522
    Not make sense?
  • hrsmediahrsmedia Member Posts: 522
    Anyone??
  • POMPOM Member Posts: 2,599
    i dont see the different between option 1 and 2..
    in both you have 1 scene and a spawner that spawn the actors depending on the
    attribute - level.. am i missing something? i want to help you

    p.s , if you have 50 rules but 49 of them is not active so its not suppose to slow down the game
    its just 49 "IFS" , the processor should handle it (in my opinion)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    I agree with p-o-m: spawning on actual levels wouldn't add to processing time. Also, there's the advantage of not getting into a tangle, a possibility with everything on one level; i'd personally keep all the scenes separate.

    :-)
  • hrsmediahrsmedia Member Posts: 522
    @p-o-m If I didn't make it clear..

    Option 1 = 1 scene with 1 or 2 spawner actors filled with different rules for each level (Example if game.level=1 do this, if game.level=2 do this etc.)

    Option 2 = Create a scene for each level and spawner actors for each level.

    So either have a couple of actors(jammed with rules) and 1 scene or lots of actors and lots of scenes?

    @gyroscope So I guess it would be more reliable to create scene for each level?

    Thanks
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    hrsmedia said:

    @gyroscope So I guess it would be more reliable to create scene for each level?

    Hi hrsmedia, I definitely think so; as well as giving you a clearer perspective of what's going on in your game, put logically scene by scene, by putting everything in one level, you'd have to buy a longer measuring tape eventually if you wanted to measure the length of all the behaviours in some of your Rules! (Depending on how complex the whole game is, of course). :-)

    To clarify, I wouldn't say more reliable as such, just easier to... er,... script, yes, that'll do...script the behaviour rules, more clearly defined with less going on it each.
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