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MMF2 Optimization Trick - Fixed Value Arrays
News posted 24th September, 2011 by Strife  

Here's something that you Multimedia Fusionists might enjoy. ^_^ Members of the Sonic Fangames HQ are having some detailed discussions about optimizing Multimedia Fusion 2, and one of the problems they're attempting to address is that of object selection - namely, using the Spread Value action and fast loops to select individual objects of the same type.

One of their members has discovered a more efficient way of selecting objects by using an array of fixed values. If the test results are any indication, this method is at least 3 times faster than using spread values! Those of you who are having problems with lag in your games caused by fastloops may want to give this new method a try.

Click here to download the example file and/or view a detailed explanation of how it works!






Posted by nim 24th September, 2011

Thanks for hosting the file elsewhere!
 
Posted by Jenswa 24th September, 2011

Nice article with some interesting details on the inner workings on MMF2.

Too bad that array trick didn't work, it would have made it possible to decouple the objects from their graphical parts.
 
Posted by Wackyjackie 24th September, 2011

Nice! It's MUCH faster method.
 
Posted by Pan-tosser 25th September, 2011

that was cool. a little over my head. but it is nice to see things like this hit the front page.
 
Posted by Neuro 25th September, 2011

I'll definitely be using this whenever I need to next. Amazing performance increase.
 
Posted by ~Matt Esch~ 27th September, 2011

An extension that can save multiple object selections and associate them with a fixed value, together with some for each syntax would be an optimal and versatile solution.

on (object selecting condition):
Save object selection to slot 0 of fixed value 123

for each object using slot 0 :
(iterate through each object and select all the objects saved in slot 0)

- combined with a "garbage collector", which periodically removes dead objects.
 


 



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