the_dude_abides
Member
Hi.
Not quite sure how to have best worded that title, so hopefully I can explain this
I'm wondering if some of the things available under 'engine' in the debugger are stats you can access within GMS.
Elements like the step time / percentage taken to flush the graphics, or handle collisions etc. Are they calculations specific to the debugger?
I'm trying to arrange my game so that events are only called if there is the head room within a step to do so.
Knowing the cost of the behind the scenes engine functions would be useful - is that at all possible?
Or is it only possible to know the cost by handling the graphics / collisions etc yourself, and then doing your own calculations to get how long it took?
Not quite sure how to have best worded that title, so hopefully I can explain this
I'm wondering if some of the things available under 'engine' in the debugger are stats you can access within GMS.
Elements like the step time / percentage taken to flush the graphics, or handle collisions etc. Are they calculations specific to the debugger?
I'm trying to arrange my game so that events are only called if there is the head room within a step to do so.
Knowing the cost of the behind the scenes engine functions would be useful - is that at all possible?
Or is it only possible to know the cost by handling the graphics / collisions etc yourself, and then doing your own calculations to get how long it took?