Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Search
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
hyperPad

hyperPad Forum

  1. Home
  2. Help and Support
  3. Will this affect performance?

Will this affect performance?

Scheduled Pinned Locked Moved Help and Support
4 Posts 3 Posters 932 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • SplitMindGamingS
    SplitMindGamingS
    SplitMindGaming
    wrote on last edited by
    #1

    I have some objects that are off screen that have physics on them. They are called during certain moments of the game. My question is does those objects that are off screen affect performance? Basically when the game starts I imagine them pretty much falling down forever off screen until called upon. Is it better to just have them as a wall object then turned into physics later or does this not matter.

    bosswaveB 1 Reply Last reply
    0
    • SplitMindGamingS SplitMindGaming

      I have some objects that are off screen that have physics on them. They are called during certain moments of the game. My question is does those objects that are off screen affect performance? Basically when the game starts I imagine them pretty much falling down forever off screen until called upon. Is it better to just have them as a wall object then turned into physics later or does this not matter.

      bosswaveB
      bosswaveB
      bosswave
      wrote on last edited by bosswave
      #2

      @SplitMindGaming Maybe set them to be scenery objects and turn them into physics objects once they are required.

      Or, what I do, have a behavior that destroys everything with the tag “destroy on start” wherever all your main game logic takes place, attach the tag to the off-screen objects, and then spawn in copies of those objects as they are needed.

      SplitMindGamingS 1 Reply Last reply
      0
      • bosswaveB bosswave

        @SplitMindGaming Maybe set them to be scenery objects and turn them into physics objects once they are required.

        Or, what I do, have a behavior that destroys everything with the tag “destroy on start” wherever all your main game logic takes place, attach the tag to the off-screen objects, and then spawn in copies of those objects as they are needed.

        SplitMindGamingS
        SplitMindGamingS
        SplitMindGaming
        wrote on last edited by
        #3

        @bosswave yeah that’s smart thanks for that.

        1 Reply Last reply
        0
        • HamedH
          HamedH
          Hamed
          Admin
          wrote on last edited by
          #4

          Off screen objects don't get "drawn" but they can have logic running on them. If they are physics objects like @bosswave described, then they will affect performance since they are part of the physical world. e.g if two objects bump into each other off screen, the bumped object could make its way back on screen

          1 Reply Last reply
          0

          Hello! It looks like you're interested in this conversation, but you don't have an account yet.

          Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

          With your input, this post could be even better 💗

          Register Login
          Reply
          • Reply as topic
          Log in to reply
          • Oldest to Newest
          • Newest to Oldest
          • Most Votes


          • Login

          • Login or register to search.
          • First post
            Last post
          0
          • Categories
          • Recent
          • Tags
          • Popular
          • Users
          • Search