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hyperPad

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  3. Optimizing objects

Optimizing objects

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  • SplitMindGamingS SplitMindGaming

    @Stanica yeah that could be the cause also. 60 objects is a pretty big number imo. My main scene on my game has at the most 30 items and I was already dealing with FPS issues as well. My only other recommendation is to possibly recycle those images on view. For example have only like 20 objects on scene and constantly move them to the players view.

    StanicaS Offline
    StanicaS Offline
    Stanica
    wrote on last edited by
    #8

    @SplitMindGaming Unfortunately, the course is procedurally generated so I can't do anything fancy like render only the part of the course that's currently visible. If I could set a seed for the random number generator then I might be able to....

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    • MurtazaM Offline
      MurtazaM Offline
      Murtaza
      Admin
      wrote on last edited by
      #9

      How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

      StanicaS 1 Reply Last reply
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      • Aidan_FireA Offline
        Aidan_FireA Offline
        Aidan_Fire
        wrote on last edited by
        #10

        You should be able to have more than 60 objects out without having lots of lag. If you want to you could upload your project for me/anyone else to look at and see if they can help find causes of lag (my iPad is expert at this cause it's already laggy 😛)

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        • MurtazaM Murtaza

          How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

          StanicaS Offline
          StanicaS Offline
          Stanica
          wrote on last edited by
          #11

          @Murtaza said in Optimizing objects:

          How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

          Each sprite is 2048x2048, scaled down to 10% with no transparency.

          @Aidan-Oxley said in Optimizing objects:

          You should be able to have more than 60 objects out without having lots of lag. If you want to you could upload your project for me/anyone else to look at and see if they can help find causes of lag (my iPad is expert at this cause it's already laggy 😛)

          I might take you up on that if I can't find a suitable fix.

          Aidan_FireA 1 Reply Last reply
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          • StanicaS Stanica

            @Murtaza said in Optimizing objects:

            How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

            Each sprite is 2048x2048, scaled down to 10% with no transparency.

            @Aidan-Oxley said in Optimizing objects:

            You should be able to have more than 60 objects out without having lots of lag. If you want to you could upload your project for me/anyone else to look at and see if they can help find causes of lag (my iPad is expert at this cause it's already laggy 😛)

            I might take you up on that if I can't find a suitable fix.

            Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by
            #12

            @Stanica That's massive. If you can, scale down the actual image size so that your objects can exist at 100%. You should get the same quality images but way less lag.

            StanicaS 1 Reply Last reply
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            • Aidan_FireA Aidan_Fire

              @Stanica That's massive. If you can, scale down the actual image size so that your objects can exist at 100%. You should get the same quality images but way less lag.

              StanicaS Offline
              StanicaS Offline
              Stanica
              wrote on last edited by
              #13

              @Aidan-Oxley I'll try that or increasing their size to 20% so there are fewer objects on screen at once.

              Aidan_FireA 1 Reply Last reply
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              • StanicaS Stanica

                @Aidan-Oxley I'll try that or increasing their size to 20% so there are fewer objects on screen at once.

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by Aidan_Fire
                #14

                @Stanica If your image editor allows it, scale your sprites down to 205 × 205 pixels, and then replace your objects with those and scale them to 100%. They should look exactly the same, I think. Yeah having fewer objects can help a bit, like if you can combine some tiles that don't do much from 2 or more separate objects into one, especially if they are background objects that don't move.

                StanicaS 1 Reply Last reply
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                • Aidan_FireA Aidan_Fire

                  @Stanica If your image editor allows it, scale your sprites down to 205 × 205 pixels, and then replace your objects with those and scale them to 100%. They should look exactly the same, I think. Yeah having fewer objects can help a bit, like if you can combine some tiles that don't do much from 2 or more separate objects into one, especially if they are background objects that don't move.

                  StanicaS Offline
                  StanicaS Offline
                  Stanica
                  wrote on last edited by
                  #15

                  @Aidan-Oxley 👍

                  SplitMindGamingS 1 Reply Last reply
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                  • StanicaS Stanica

                    @Aidan-Oxley 👍

                    SplitMindGamingS Offline
                    SplitMindGamingS Offline
                    SplitMindGaming
                    wrote on last edited by
                    #16

                    @Stanica that has to be the problem right there. 2048 x 2048 for each sprite. Yeah I always try to make each of my object the exact size it needs to be without having hyperPad constantly tell the code to resize the image. The less instructions you can have hyperPad make. The better. Scaling it down to the actual size. Removing all the empty space borders. If you have photoshop the best way to really crop it perfect is to to go to file. Then export to layers. This will crop each image perfectly.

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                    • MurtazaM Offline
                      MurtazaM Offline
                      Murtaza
                      Admin
                      wrote on last edited by
                      #17

                      Yeah the image size is definitely affecting your performance.

                      As the rest have suggested, try making it the actual size you need. For something like this that will be used to create a procedurally generated level I would avoid going beyond 256x256 pixels.

                      1 Reply Last reply
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                      • StanicaS Offline
                        StanicaS Offline
                        Stanica
                        wrote on last edited by
                        #18

                        Thanks for the tips everyone. Managed to fix all performance issues by decreasing the size of my assets!

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