>> I've also tried making the components UIComponent based instead of
>> using Canvas (as I believe it's a little more lightweight) but it
>> doesn't seem to make a huge difference.

I'd have one UIComponent-derived object (Canvas would be fine) as the
parent, and have your 50-60 dynamic objects be Sprites. UIComponent
will bring in a decent chunk of memory per-object for all of it's
management overhead.

If you're having framerate issues, I'd look at
blitting/double-buffering... but if memory is your chief concern, move
higher up the class hierarchy.

Troy.

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