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Zi-Xiao



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10th September, 2010 at 03:28:36 -

I remember reading somewhere that active objects, as long as they are not animated and do not have their graphical properties changed in any way are considered by mmf2, to be 'inert' or 'inactive', essentially taking up the same amount of ram as a background object.

I'm thinking this may be a good way to make more interactive maps so that walls and grass can be scorched or destroyed. Now I know that active objects can store values and have them modified and still remain 'inactive' but I'm not sure about collision handling. Does anyone have any input on this?

Furthermore, I'll need to raise the object limit by quite a bit.. but since most of the objects will be 'inactive' will this have any slow-down effects?

 
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OMC

What a goofball

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10th September, 2010 at 03:38:03 -

Simple way to find out.

Test it!

 

  		
  		

Zi-Xiao



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10th September, 2010 at 04:03:16 -

Found the article again:
http://www.create-games.com/article.asp?id=1325

Looks like scrolling automatically makes all active objects 'active' so there goes that idea out the window. Oh well.

 
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Xgoff



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10th September, 2010 at 06:29:59 -

also depending on how big your maps were you could potentially run into thousands of objects which is quite effective at killing your performance

 
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Duncan

Thelonious Dunc

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10th September, 2010 at 20:50:52 -


Originally Posted by Zi-Xiao
Found the article again:
http://www.create-games.com/article.asp?id=1325

Looks like scrolling automatically makes all active objects 'active' so there goes that idea out the window. Oh well.



And this still applies in MMF2?

You could use Construct

 
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SevenT2 - [GameStormers]



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26th September, 2010 at 02:06:18 -

With hardware accelleration, people have been able to get tens of thousands of objects running reasonably smoothly? Then you just have to ensure that your code isn't too intensive!

 
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