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blubblub



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4th March, 2012 at 04/03/2012 14:14:18 -

Hello

I'm new to Fusion so i'm still totally missing some knowledge.
Since i only looked at a ton of examples so far i'm missing kind of an overview about numbers.

I know there are some good programmers here, that have made some really great projects and maybe some of you can weigh in.

How many events do you have per frame? How many frames? How many objects? How many loops? How many variables?
What is okay? What is too much?

All source files i ever looked at were examples that, of course, only used a few objects and events and 1 maybe 2 frames.

How can you measure the performance? All info i can get is look at the fps and the number of objects in the debug window. Is there any more info to get?

I know. A lot of questions. But i'm new to this and while learning about loops and spreadvalues i read that they can slow the game down.
And i'm always worried and think "Maybe you can put this three events into one" etc.

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AndyUK

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4th March, 2012 at 04/03/2012 17:24:27 -

The way MMF handles loops is really very inefficient. There is a workaround though and Pixeltheif wrote an article on it a while back.

http://www.create-games.com/article.asp?id=1937


 
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AndyUK

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4th March, 2012 at 04/03/2012 20:05:03 -

I'll add that Hardware acceleration helps a lot. 5000+ objects with rotation and transparency is no problem. Modern pcs are also way more powerful then they were when TGF1 was released in 1996. The runtime engine's efficiency isn't actually all that much different actually.

One of my games had 1800 events in the main frame and it was never an issue. If you are worried about having too many events you can organize them into groups and disable them when you're not using them.

One thing that does make a big difference to filesize is the colour mode. You don't always need 16 million colours.

 
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blubblub



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5th March, 2012 at 05/03/2012 19:39:30 -

What does the MB in the Debug window really mean?

 
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The_Antisony

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5th March, 2012 at 05/03/2012 20:44:56 -


Originally Posted by blubblub
What does the MB in the Debug window really mean?



RAM usage. It tells you how much of your system's RAM your game is utilizing at runtime. That's why it can appear drastically lower or higher than your actual file size; but it'll likely be a little different on each frame and at more graphically-intense or event-intense portions of frames.



 
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