Large number of objects - strange movement


hi all,

 

my current game has large number of moving objects (but not overly large) - 100 moving on screen @ once.  of these bullets , small (e.g. 16x16). using gpu mode.  graphics bitmaps, , furthermore, i'm using object pooling everything, , bullets , enemies etc kept in linked lists (which faster vectors<>).  bullets share same bitmapdata.  there perhaps 15 different bitmapdata in use.

 

in situations - after unleashing bullet storm of sort (say 30 bullets @ once flying out in directions player) - graphics behave strangely.  framerate still high, of bullets move in staggered sort of way instead of smoothly.  they'll move forward bit, slow or stop, shoot off again bit.  tends happen towards edges/corners of screen while action in middle ok. 

 

has noticed before?

 

the other thing of large consequence bitmapdata covers entire screen in background.  it's bitmapdata 0.25% width , height of screen , stretched 400% fit.  whenever enemy destroyed 'splat' rendered bg, needs updated.

 

cheers,

peter

sorry everyone. own dumb error.

 

i tracked down code removed bullets linked list when exited screen. cause rest of list not processed until next frame.  large number of bullets leaving screen @ once, producing pretty nifty effects.



More discussions in AIR Development


adobe

Comments

Popular posts from this blog

Some mp4 files not displaying correctly (CS6)

Thread: Samba is not authenticating with LDAP