Introduction:
Some developers hates Stencyl because of lag especially due many active actors at one time. That is why Stencyl-nator has almost stopped using Stencyl altogether. However, that is not the case and it can be solved via Settings > Groups then uncheck all collisions then take then take minimum collision relations in the games by creating new actor groups.
Some developers hates Stencyl because of lag especially due many active actors at one time. That is why Stencyl-nator has almost stopped using Stencyl altogether. However, that is not the case and it can be solved via Settings > Groups then uncheck all collisions then take then take minimum collision relations in the games by creating new actor groups.
Technical explaination
Every sensor requires resources. In Stencyl, the more the actors has the collision relation the more resource demanding for each actor. The sensor is part of pathfinding where it is used to detect and track other actors and calculate its perimeters and areas and to determine receive collision with other actors.
Here is a graph derived from a structured warrant issuer. For the original graph https://www.malaysiawarrants.com.my/edu?p=timedecay Therefore structured warrants or options are not long term investment tools because they shrink.
The real reason for the lag is simply because the actor detects collision for other actors by default. the more the actor has other object to potenitally colide with, the higher the demand for each for actor in the scene an a time.
Stencyl gets very lags at about 300 actors at a scene without any behaviour attached. for HTML5 in MSI Bravo15 in medium mode,
problems after disabling the collision.
some objects need to collide with some other actors in order for most games to function. For example:
some objects need to collide with some other actors in order for most games to function. For example:
> your bullet hits an enemy and vice versa.
> a wall prevents player or enemy through
> picking up items
this is where new actor groups plays roles to reduce lag in the game. which brings to next sub topic
Minimising collision relationship
The are at least few actor types that does not need to collision sensors at all. For example, a pause buttons and many things those are outside the gameplay. For example, buttons which does not need to interact with any other actors at all.
White represents no collision relation dark green represents with collision relation
To further reduce lag by reduce total number of collision relations in the game at one time, the collision relation can be further reduced. For example, the enemy clothes does not collide with the enemy itself.
No comments:
Post a Comment