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    Hyperpad CPU/Running Speed

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    • Jack8680J
      Jack8680 @Flame Games
      last edited by

      @Evolution 1200 objects doesn't sound too much, but it depends on their object types. That last screenshot looks really weird, do you have a collision with loads of points, or strange shaped collisions? I don't know if there's a way to speed up the editor, but for running the game itself:

      • if objects aren't doing anything, make them scenery rather than passable wall objects.
      • avoid importing large images and scaling their size; instead scale the image down outside of hyperPad.
      • avoid having large areas of blank space around your images; crop them where possible.
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      • F
        Flame Games
        last edited by

        I'll try your first suggestion, as it seems like the only normal thing to do.

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        • Aidan_FireA
          Aidan_Fire
          last edited by

          Rather than having tonnes of small objects, I would try to have a few big objects. Is your terrain made out of blocks? Are your trees made out of more than one object?

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          • F
            Flame Games
            last edited by

            Yes, they are all multiple objects.

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            • MurtazaM
              Murtaza Admin
              last edited by

              The tips you've received so far are accurate.

              The biggest one is the multiple objects being physics objects. The physics engine does a lot of calculations, and if your objects don't need physics then make them scenery. Even Wall objects are a bit better since the engine does optimized calculations for them. But in general avoid having too many physics based objects.

              A lot of empty space around your graphics takes up more resources as well. You should crop them to be as tight as possible around your main graphic. Because even though there is nothing there, the graphics engine still processes that information.

              iTap DevelopmentI 1 Reply Last reply Reply Quote 0
              • iTap DevelopmentI
                iTap Development @Murtaza
                last edited by iTap Development

                @Murtaza if they are scenery objects, would making something with say 5 be worse than with one? Would it make a big difference on a large scale?

                MurtazaM 1 Reply Last reply Reply Quote 0
                • MurtazaM
                  Murtaza Admin @iTap Development
                  last edited by

                  @iTap-Development
                  I'm not sure what you mean exactly. Can you elaborate?

                  The performance savings with scenery objects are the lack of physics calculations and collision calculations.
                  Even with scenery objects you should still avoid very large graphics, large/empty transparent spaces etc.

                  iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                  • iTap DevelopmentI
                    iTap Development @Murtaza
                    last edited by

                    @Murtaza sorry I’d didn’t say that clearly. What I mean is, if you make a character or, like @Evolution, a terrain with trees and such...will making them out of multiple SCENERY objects have much performance difference than making them with one?

                    MurtazaM 1 Reply Last reply Reply Quote 0
                    • MurtazaM
                      Murtaza Admin @iTap Development
                      last edited by

                      @iTap-Development

                      I don't think it would make much of a noticeable difference. But that depends on your game, in some situations you may already pushing the limits and certain changes may make a bigger impact on your overall game.

                      iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                      • iTap DevelopmentI
                        iTap Development @Murtaza
                        last edited by

                        @Murtaza ok!

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