Thank you for your important feedback as always.
Thanks, I’m currently trying to make it so it is easy to use…
That is almost right, 3 720p screens @ pixUnit of 10. ((3x1280x720)/10 = 276,480)… ten times less… The engine has the pixUnit as a setting, so users can set this to pixUnit to 1, and then we would have your number in this demo. We don’t need a pixUnit of 1, is too greedy.
Yes. It is very unlikely that a machine can’t allocate some MBs in RAM for a game these days. In other hand, processing frame by frame (in Wickeditor) is a problem. That’s why I rather prefer getting this small hit in memory (which for most users would be totally transparent), than having the engine, for every single frame, verifying for every single platform, enemy, bullet, etc if they collide.
The performance results are great, I’m able to run this small demo using my low-end computer at almost 60fps. The same machine couldn’t run Flashy Adventures at 30fps, it went down to 20fps or lower in some game parts.
It could, in some cases, depending on stage size… and it can be definitely optimized… I’m storing object’s indexes… but I could store object’s references… or I could store const zeroes for the free spaces… I would have to experiment a little bit it these make any difference at all…
Every Level will use the same array… so the array will always load at run time when you start a level… so when you transition from level to level, the array will be deleted and then created again.
I’m pretty sure that you know the difference between memory and file size, so you are just doing an analogy I think.
It should, and if you want to find a better way to accomplish this, you are more than welcome to collaborate with me in this project. (At the same time, it would not represent a problem in almost any PC)
lol I know… in Spanish “Física” doesn’t end with ‘s’, which in Spanish we use it for plural… Similar to English. I might do a find all / and replace all the instances of “Physic” to correct it.