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?
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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