Comments (5)
I actually am not sure wether this is a bug or not. With different numbers of wall entities, there seems to be some advantage in using Grid.
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Are you adding Wall entities in your update step? That will slow down your code significantly over time.
I can read a bit of Spanish so if you want to paste the code that might help me see what it is you're trying to do.
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I made a test .swf and its source here http://www.mediafire.com/?5k50cb5yt9bdwtv
You can change between grid and individual entities mode... I'm calling collide() 45 times per update per Ball entity.
I can't see any significant performance difference when changing modes.
I suppose I'm calling something from my game that doesn't work that well fro Grids.
I'm adding entities for the bullets, but they get destroyed once they leave the screen.
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You seem to be adding Wall entities regardless of whether your class uses a grid or not. I expected to see something like this on line 53.
if (!useGrid)
add(new Wall(b * 16, a * 16));
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Oh you're right. I forgot the if there. Sorry.
I'll just check my game's code tomorrow and comment here if I find the actual probolem.
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Related Issues (20)
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