It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.
I have proven new mathematic formula to be true...
Depends on what the actives are doing. You can have a lot of static actives but if they've got coding attached to them then you worry! Rotation and resizing will also slow it down unless you're using HWA.
very few of them are animated, but alot do have code attached. it runs smooth as hell on my machine. so fingers crossed i suppose. well find out come testing time.
It seems like the amount of events running has more of an effect on your framerate. Bonesaw doesnt really push the amount of actives, but with all the events I have when it reaches like 100 objects the game slows down to a crawl.
Hmm, then it could be mostly down to the code attached to them actives Xerus. In my game the lowest number of actives possible is about 200 per frame, an average level has 400. Most of them are particles with very little coding attached and they're on a cycle of being created/destroyed.
In the WIP Mirage it averages at 200 with every object having some code attached and it's fine. In my current side project I've got about 150 objects usually (particles!) - it really does depend a lot on what you're doing with them.
Originally Posted by Neo Monkey It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.
Hardware acceleration isn't an extension, it's an update. An update that's available for beta on Clickteam.com, and works pretty damn well. 10,0000+ objects, all moving, all animated, all changing their pixel shaders, etc. Solid 60fps.
Originally Posted by Neo Monkey It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.
Hardware acceleration isn't an extension, it's an update. An update that's available for beta on Clickteam.com, and works pretty damn well. 10,0000+ objects, all moving, all animated, all changing their pixel shaders, etc. Solid 60fps.
I'm 99% certain MMF doesn't even allow that many objects, especially not at 60fps even with HWA. It does however, throw around pretty much as many actives as you'll usually need!
Originally Posted by Neo Monkey It depends if your game start lagging, but there is coming hardware accelator extension, so after that I think you can have 20 000 active objects on screen.
Hardware acceleration isn't an extension, it's an update. An update that's available for beta on Clickteam.com, and works pretty damn well. 10,0000+ objects, all moving, all animated, all changing their pixel shaders, etc. Solid 60fps.
I'm 99% certain MMF doesn't even allow that many objects, especially not at 60fps even with HWA. It does however, throw around pretty much as many actives as you'll usually need!
Only because you must not have ever fully explored the options you were given for frames.
You'll be fine (in MMF) with upwards of 500 instances of an object, all coded. I haven't tried with 500 separate, unique objects, but 500 instances is fine.
So long as you don't:
o. Do graphical scaling (shrink/grow/rotate)
o. FastLoop through all 500 at the same time.
If you update all 500 at the same time using normal object selection (e.g. ALWAYS), your game will experience next to no lag. I have a rubbish machine and it steams along like anything.
Originally Posted by -Adam- Lol! Nick is coding Project Rollercoaster, how can anyone question his knowledge on MMF? n00bs
I apologize for misunderstanding, Nick.
But at Adam. That merely means that he has a lot of knowledge of logic and math techniques. You don't need to know MMF down to the core, to make anything good, and despite knowing MMF down to the core, that doesn't mean you can make anything good. I don't think his knowledge of MMF can be at all anywhere directly related to what he's capable of. Unless you don't know how to create an active object of course, then theres an exception of how much you can do... but I think you get my point.
thx for the info guys, puts my mind at ease, alot of my actives are coded but there is no screen scrolling so it should be ok i imagine, ill have to put up a few screens soon cause i been working on this game for nearly 3 years!
Originally Posted by Captain Andyman Even if Rollercoaster was nick's first game he would pick up quite a lot about MMF. Well, mainly what it can't do properly.
That's true, but I think what I'm getting at is. Learning MMF and learning the logic that fuels MMF, are two different things, even though they both develop at the same time when you go into MMF with zero experience in both fields. However, someone can know MMF inside and out, and know nothing about computer logic, and not be able to do anything, and vice versa with knowing logic, and not knowing how to use MMF. The knowledge you come out of MMF with, when you've learned to create a complex game completely in MMF, is knowledge that you can carry on into programing, because the only thing you're really missing, is knowledge of the syntax itself.