Game Development Community


#1
04/19/2005 (4:35 pm)
Have you tried using an fxSceneObject2D instead of an empty static sprite?
#2
04/19/2005 (4:48 pm)
A sprite has additional overhead that you don't need if you just need a dummy object. Hence using the raw sceneobject is better performance wise.
#3
04/19/2005 (5:14 pm)
FxStaticSprite2D (along with fxAnimatedSprite2D, etc) all derive from fxSceneObject2D.
#4
04/19/2005 (7:05 pm)
There were some mounting bugs fixed in the imminent update, so maybe this behavior will be fixed with v1.0.2.
#5
04/20/2005 (11:38 am)
I keep getting deja-vu on your posts Rob! Didn't we already have this conversation here? Not sure why we're going through it again. ;) Remember, I went through your code for you. :)

T2D does default to a size of "10 10" from the previous conversation which is possibly where you came up with the actual request? Your code in that instance was in error because you were expecting the coordinates from "setPosition()" and "setMount()" to work the same. Also, on another thread, I mentioned that there's an update which forces the mounts to be recalculated when a user specifies anything that can affect them as typically, they are only recalculated every frame to improve performance. Extrapolating what you might be the problem is dangerous.

You should know that I've got a good memory for most of the posts on these forums. I will be watching and waiting. :)

Wait for the update (shouldn't be much longer honest) although this won't fix the script-problems in the referenced thread above.

- Melv.
#6
04/21/2005 (3:08 am)
I thought my memory was bad. At least I can remember stuff from 2 weeks ago :)