Turbulence421
Member
Hello,
I'm have a platformer game in GMS2 that currently deactivates instances outside the view every couple steps in order to help with processing power. However, I have heard that deactivating instances doesn't always help and it might wind up slowing the game even more if you have a lot of instances turning on and off.
I have been wondering if it is time to switch to a different system that manually shuts off certain things when they are outside the view. Would it be easier on the CPU to activate and deactivate a bunch of instances according to the view, or to have a bunch of instances always activated but not running their code when they are off view? Is there a general consensus about which method is best? (Some of these instances also have collision events in the object event list, which may factor into the decision)
Thanks!
I'm have a platformer game in GMS2 that currently deactivates instances outside the view every couple steps in order to help with processing power. However, I have heard that deactivating instances doesn't always help and it might wind up slowing the game even more if you have a lot of instances turning on and off.
I have been wondering if it is time to switch to a different system that manually shuts off certain things when they are outside the view. Would it be easier on the CPU to activate and deactivate a bunch of instances according to the view, or to have a bunch of instances always activated but not running their code when they are off view? Is there a general consensus about which method is best? (Some of these instances also have collision events in the object event list, which may factor into the decision)
Thanks!