Collision cells, Hit or miss?

Discussion and feedback on Construct 2

Post » Fri Jan 24, 2014 5:25 am

To the OP just to clear up the subject. Your reporting 500-1000 collision checks. That's good less the better if you can get away with it. however Performance boost isn't really magical situation. Even when one element is improved in speed doesn't make the entire game suddenly work better. It really depends on the stress of the game on the area at hand.

We know that renderering is slow. If I have 60fps with just 10 small objects and say 20fps with 3000 objects. When the performance comes in and and the 3000 objects can now run at 60fps doesn't suddenly make the 10 small objects run at 300fps.

The same rule applies collision checks. Sure there is a performance gain, but only in situations where collisions were slowing down the system when the time taken is more than 0.015ms(time of 1 frame).

500-1000 collision checks isn't going to hang up your CPU. Where as BluePhaze 50+k collision checks will see a vast improvement.

Since you seem to be bottled necked it's not collision checks that causing the performance problem. Also I'm not sure, but I though collision cells came in after r153. I could be wrong, but it's not really the point of the post.

My suggestion is to check the debugger and find out what's bogging down your game.
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Post » Sun Jan 26, 2014 12:38 pm

Seems the general consensus is that all is fine in collision cell land...

Maybe it's just a coincidence that my game is NOT bottle necked, until I update, and my particular mix of events is unique in some way...
As long as I can move left, right and fire, I'm Happy...
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Post » Sun Jan 26, 2014 9:54 pm

Like Ashley said, there's really nothing anyone here can do for you, unless you provide a Capx that can be tested by us.
Need help? Upload .capx file with your question.
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Post » Sun Jan 26, 2014 10:49 pm

<sound of head hitting desk>
As long as I can move left, right and fire, I'm Happy...
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Post » Sun Jan 26, 2014 11:01 pm

I have also experienced a Very noticeable decrease in performance after updating to collision cells. I have reverted back to an earlier version of Construct 2 as my permanent working version until it gets fixed or improved...
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Post » Mon Jan 27, 2014 1:12 pm

If you find it is slower with collision cells, please post a .capx demonstrating that with your FPS/performance details for each build. We can't help otherwise, and the majority of users say there is a big improvement.
Scirra Founder
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Post » Tue Jan 28, 2014 12:38 am

I have uploaded the long awaited .Capx.--->

It's called "Improving upon the Performance!"

Take a Look Good Sir - All of our collective Trust rests upon You - You alone have the power to make things well...-

http://www.scirra.com/forum/improving-upon-the-performance_topic84725.htmlSTARTECHSTUDIOS2014-01-28 00:39:28
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Post » Tue Jan 28, 2014 11:10 am

@STARTECHSTUDIOS Thanks for putting that up, not had chance myself, we will see if anything comes from it...

"the majority of users say there is a big improvement"

If that is the case, why are they not posting on this thread? that was my initial question...Pixel perfick2014-01-28 11:14:45
As long as I can move left, right and fire, I'm Happy...
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Post » Tue Jan 28, 2014 12:03 pm

Not really a performance problem, but there's another byproduct of the collision cell update that at least has affected me and the game I'm developing: particles no longer collide with sprites. I know (as Ashley has told me before) that particle and sprite collision was something not really supported or featured, and it may actually be some kind of hidden bug-feature, but I'm just stating it as it's my biggest concern with this update right now.
I'll put a link to my original post, where I also uploaded a capx in case anyone wants to look at it: http://www.scirra.com/forum/particles-sprites-and-collisions_topic84682.html
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Post » Tue Jan 28, 2014 12:41 pm

@Kybele - post a bug report following all the guidelines or the problem won't be looked at.
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