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bigBlueObjects, Eating Memory?

by rennie moffat · in Torque Game Builder · 04/28/2010 (2:59 pm) · 4 replies

Hi there,
I have been a bit disappointed today in that I built a level, that has worked fine for sometime. Today tho I added the final touches to it. One of them being about 14 bigBlueObject's and 30 awards animations. Each award animation is about 10 cells in frame length, the bigBlueObjects are 44x20, and are on a 4 frame, cyclic animation.


Once I added those elements into the game, this level has slown down significantly to where it is unplayable. I deleted them, just to see, and the game has responded to normal levels. Does something like this seem right?





About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
04/30/2010 (5:13 am)
Change the imageMaps one at a time until you find the one that is killing performance.
#2
04/30/2010 (7:15 am)
will do.
#3
04/30/2010 (7:30 am)
Do they object have physics/collisions turned on? The bigger the object, the more 'bins' it occupies in TGB space, thus the more physics calculations will be performed on it.
#4
04/30/2010 (7:39 am)
Yah, there is, should be no physics applied. I am going to be regoing over this today so if there are any issues, or not, I will let you know. It did seem odd tho since their behaviors are not demanding at all.


:::))))))()