>What are you talking about?  YOU'RE the guru.

*Blush* Thankee kindly, sir. No matter how good you are, it's nice to get 
second opinions :-)

>With or without gravity?

Without--should have mentioned that.

>since there are 80 sprites, I might
>tend to keep the main sprite's loc and vector global. <snip>
>
>I was about to suggest boosting the fps to 120 until I saw that you're using
>80 sprites. Still, if they're smallish and are using fast inks, you might
>try something high like that.  At least 60. I've noticed remarkable
>differences in smoothness when I've boosted the framerate to 120.

Well, now there's an interesting optimization point. Two ways of 
approaching it:

(1) 1 fps frees up a lot of processing time in the idle period between 
beginFrame and endFrame. A timeout object could trigger a handler in my 
main sprite 60 times per second, and that handler could move its sprite and 
broadcast its location and vector. The downside--sending the message to 
some 80 sprites with sendAllSprites.

(2) 60 fps, and the sprites all accessing global variables. The downside is 
handling a lot of extra prepareFrame, enterFrame, and endFrame events.

Has anybody run any performance tests on something like this? If not, I'll 
report back in a week or two with my own results.

Cordially,
Kerry Thompson
Learning Network


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