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27th April, 2008 at 18:20:12 -

Whats a bad amount of actives to have onscreen at once? im looking at about 400+ is that bad? they are all important.

 
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NeoMonkey

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27th April, 2008 at 18:21:32 -

It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.

 
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27th April, 2008 at 18:23:36 -

Depends on what the actives are doing. You can have a lot of static actives but if they've got coding attached to them then you worry! Rotation and resizing will also slow it down unless you're using HWA.

 
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27th April, 2008 at 18:30:25 -

very few of them are animated, but alot do have code attached. it runs smooth as hell on my machine. so fingers crossed i suppose. well find out come testing time.

 
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27th April, 2008 at 19:48:46 -

Loads of active objects probably increases memory usage, but i don't really know how many you would need to make to increase it significantly.

 
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29th April, 2008 at 15:44:14 -

Andy's Turrican game kills my system for example. But my PC sucks.

 
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29th April, 2008 at 19:31:55 -

does LP run slow too Shab? because Turrican click was like a quick hack of it.

 
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29th April, 2008 at 20:38:10 -

It seems like the amount of events running has more of an effect on your framerate. Bonesaw doesnt really push the amount of actives, but with all the events I have when it reaches like 100 objects the game slows down to a crawl.

 
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30th April, 2008 at 02:35:41 -

Hmm, then it could be mostly down to the code attached to them actives Xerus. In my game the lowest number of actives possible is about 200 per frame, an average level has 400. Most of them are particles with very little coding attached and they're on a cycle of being created/destroyed.

 
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30th April, 2008 at 05:13:37 -

In the WIP Mirage it averages at 200 with every object having some code attached and it's fine. In my current side project I've got about 150 objects usually (particles!) - it really does depend a lot on what you're doing with them.

 
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30th April, 2008 at 11:08:13 -

Also their size. smaller objects (like particles) wont take long to draw to screen,

something like an enemy with dozens or events attached to each one will probably cause more slowdown though.

 
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30th April, 2008 at 11:58:47 -


Originally Posted by Neo Monkey
It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.



Hardware acceleration isn't an extension, it's an update. An update that's available for beta on Clickteam.com, and works pretty damn well. 10,0000+ objects, all moving, all animated, all changing their pixel shaders, etc. Solid 60fps.

 
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30th April, 2008 at 13:29:34 -


Originally Posted by BrandonC

Originally Posted by Neo Monkey
It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.



Hardware acceleration isn't an extension, it's an update. An update that's available for beta on Clickteam.com, and works pretty damn well. 10,0000+ objects, all moving, all animated, all changing their pixel shaders, etc. Solid 60fps.



I'm 99% certain MMF doesn't even allow that many objects, especially not at 60fps even with HWA. It does however, throw around pretty much as many actives as you'll usually need!

 
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30th April, 2008 at 16:05:47 -


Originally Posted by -Nick-

Originally Posted by BrandonC

Originally Posted by Neo Monkey
It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.



Hardware acceleration isn't an extension, it's an update. An update that's available for beta on Clickteam.com, and works pretty damn well. 10,0000+ objects, all moving, all animated, all changing their pixel shaders, etc. Solid 60fps.



I'm 99% certain MMF doesn't even allow that many objects, especially not at 60fps even with HWA. It does however, throw around pretty much as many actives as you'll usually need!



Only because you must not have ever fully explored the options you were given for frames.
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30th April, 2008 at 16:29:53 -

Actually, i know MMF inside out.

If we look back it was a mere typo that was confusing! Check your post the limit is 20,000. You accidentally typed 10,0000.

 
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30th April, 2008 at 16:37:26 -

You'll be fine (in MMF) with upwards of 500 instances of an object, all coded. I haven't tried with 500 separate, unique objects, but 500 instances is fine.

So long as you don't:

o. Do graphical scaling (shrink/grow/rotate)
o. FastLoop through all 500 at the same time.

If you update all 500 at the same time using normal object selection (e.g. ALWAYS), your game will experience next to no lag. I have a rubbish machine and it steams along like anything.

 
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30th April, 2008 at 16:39:47 -

Lol! Nick is coding Project Rollercoaster, how can anyone question his knowledge on MMF? n00bs

 
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30th April, 2008 at 16:51:51 -


Originally Posted by -Adam-
Lol! Nick is coding Project Rollercoaster, how can anyone question his knowledge on MMF? n00bs



I apologize for misunderstanding, Nick.

But at Adam. That merely means that he has a lot of knowledge of logic and math techniques. You don't need to know MMF down to the core, to make anything good, and despite knowing MMF down to the core, that doesn't mean you can make anything good. I don't think his knowledge of MMF can be at all anywhere directly related to what he's capable of. Unless you don't know how to create an active object of course, then theres an exception of how much you can do... but I think you get my point.

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30th April, 2008 at 17:18:25 -

I'm gonna buy you a Shetland pony so you can get down off your high horse, Mr.

 
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30th April, 2008 at 18:28:15 -

Even if Rollercoaster was nick's first game he would pick up quite a lot about MMF. Well, mainly what it can't do properly.

 
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30th April, 2008 at 20:12:46 -

thx for the info guys, puts my mind at ease, alot of my actives are coded but there is no screen scrolling so it should be ok i imagine, ill have to put up a few screens soon cause i been working on this game for nearly 3 years!

 
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30th April, 2008 at 20:39:41 -


Originally Posted by Captain Andyman
Even if Rollercoaster was nick's first game he would pick up quite a lot about MMF. Well, mainly what it can't do properly.



That's true, but I think what I'm getting at is. Learning MMF and learning the logic that fuels MMF, are two different things, even though they both develop at the same time when you go into MMF with zero experience in both fields. However, someone can know MMF inside and out, and know nothing about computer logic, and not be able to do anything, and vice versa with knowing logic, and not knowing how to use MMF. The knowledge you come out of MMF with, when you've learned to create a complex game completely in MMF, is knowledge that you can carry on into programing, because the only thing you're really missing, is knowledge of the syntax itself.

It's a compliment to Nick, really.

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