Stencyl Games: CPU Resource Hog?

mikbob

  • Posts: 493
Of course you'd have to create workarounds if you want to simulate things like gravity; that's the tradeoff for the performance gain.
Mabye make a setting that translates into the 'workaround'. It would be quite a pain to have physics be very complicated.

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rob1221

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  • Posts: 9430
The problem with adding more settings is that it may decrease the performance of the actors for something not everyone will use.  Besides, as Abigayl said gravity isn't hard to simulate.  The no physics option is one of the things I'm looking forward to the most in 3.0 because it will probably make games like my Basic Match 3 Kit easier to make and understand.  I already have three released games and a kit that use position-based collision detection with no Box2D.

Joe

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  • Posts: 2480
Mabye make a setting that translates into the 'workaround'. It would be quite a pain to have physics be very complicated.

Having physics, no-physics, and lightweight Actors is as granular as we can realistically get. It doesn't make much sense, development-wise or practicality-wise, to have a toggle for every possible physics feature.

Abigayl

  • Posts: 807
Mabye make a setting that translates into the 'workaround'. It would be quite a pain to have physics be very complicated.

Having physics, no-physics, and lightweight Actors is as granular as we can realistically get. It doesn't make much sense, development-wise or practicality-wise, to have a toggle for every possible physics feature.

The only physics thing that I would appreciate there being a toggle for is collision. That can be a pain to code by hand and often the only physics aspect I need.
If you need help, please check my tutorials either here or Kongregate (http://www.kongregate.com/accounts/Abigayl) or come over to my stream: http://www.livestream.com/poweredbyflowers

Mr Zefiux

  • Posts: 27
Main problem for lag is New versions of flash. 2 Years ago flash games didn't cause any lag,  but now v11 flash need same PC as Battlefield 3/Skyrim etc...
Firefox and Chrome eats way too much CPU too.

Joe

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  • Posts: 2480
The only physics thing that I would appreciate there being a toggle for is collision. That can be a pain to code by hand and often the only physics aspect I need.

With Box2D disabled, we'll still have collision *detection*. The collision *response* (bouncing, rotating, etc.) will require Box2D to be enabled, though.

The problem with adding more settings is that it may decrease the performance of the actors for something not everyone will use.  Besides, as Abigayl said gravity isn't hard to simulate.

When I was coding flash games this was one of the first things to do. And it wasn't too hard. The tricky bit was the block movement part. I think for a lot of games, such as mario style games, the no Box2D option will be perfect.

Abigayl

  • Posts: 807
The only physics thing that I would appreciate there being a toggle for is collision. That can be a pain to code by hand and often the only physics aspect I need.

With Box2D disabled, we'll still have collision *detection*. The collision *response* (bouncing, rotating, etc.) will require Box2D to be enabled, though.

That's good enough for me. I rarely want the bouncing effect anyways (almost always set those to 0 :P).
If you need help, please check my tutorials either here or Kongregate (http://www.kongregate.com/accounts/Abigayl) or come over to my stream: http://www.livestream.com/poweredbyflowers

rob1221

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  • Posts: 9430
With Box2D disabled, we'll still have collision *detection*. The collision *response* (bouncing, rotating, etc.) will require Box2D to be enabled, though.
Does that mean everything will be a sensor, or will an object stop moving when it collides with something else?

Cole mentioned:

"Right now, collisions are reported and block movement as expected. You don't get any of the physics simulation, though, like gravity, friction, rotation, etc."

I think this means objects will be stopped when they hit a tile or actor that's not a sensor.


1MrPaul1

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  • Posts: 1268
I think it mean that you will need to make behavior that will stop the actor if it hit a bottom side...
Yesterday I make physic system in my platformer for just a morning... This is really not hard, and for my game I like this my physic system more than box2d, because now, hero not flying as angry bird on the high speeds and now I can dynamically set up weight of the actor... And this is very interesting to make physics. So, if turningof of box2d will give performance bonus, it will be just great!

Abigayl

  • Posts: 807
Looks like a lot of us are looking forward to 3.0's release ;).

[Gets back to work making tutorials for 2.x, which will soon be somewhat obsolete :P]
If you need help, please check my tutorials either here or Kongregate (http://www.kongregate.com/accounts/Abigayl) or come over to my stream: http://www.livestream.com/poweredbyflowers

1MrPaul1

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  • Posts: 1268
Yeah... Everybody waiting for it very much... Whole world looking at Jon and Stencyl team.... Hope already soon all our dreams will come true with the new engine... :)
And your tutorials always very usefull. Anyway stencyl will the same, just with more freedom...

toml2003

  • Posts: 351
This sounds good.

My game uses collisions and gravity. The Gravity is only for eye candy though. Abigayl, you say it's easy to code gravity by just increasing the y-speed. How would you start? Like

"Do every 0.2 seconds
  Increase 'Gravity' by 0.5
  Set y-speed to 'Gravity' for 'Actor'"

Is that about right?