New Debugger

Discussion and feedback on Construct 2

Post » Fri Aug 09, 2013 11:32 pm

Haha, thanks Ashley :).
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Post » Fri Aug 09, 2013 11:39 pm

Sooooo pushing 500 poly checks/tick would be pretty bad, then?

Is there any way to exclude certain objects from these checks? I have a quite a number of background objects that mostly just sit around doing nothing, but I guess they're all chewing up a little piece of performance by simply overlapping.GeometriX2013-08-09 23:39:43
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Post » Fri Aug 09, 2013 11:52 pm

@GeometriX - the engine does not check collisions for any objects at all, unless you use an 'On collision' or 'Is overlapping' object testing an object, or if you use a behavior which does automatic collision checking (e.g. Platform).
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Post » Sat Aug 10, 2013 12:02 am

@Ashley, aha, thanks for clarifying that.

Turns out that having a bajillion bullet objects (mostly enemies, but also collectable coins that bounce along the ground) in a level was the cause. It also seems that these checks happen even the bullet behaviour is disabled. Is this something that I simply need to accept, or is there a way around it?
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Post » Sat Aug 10, 2013 12:32 am

Yeah, I was going to ask that. If bounce off solids is set to no, do objects with the bullet behavior still do checks?
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Post » Sat Aug 10, 2013 8:34 am

Thanks, Ashley!

Now I remake some events and it check on colizion only ~3/second and poly check only ~1-2/second. Yeah!
(But high CPU % on mobile make me sad.)
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Post » Sun Aug 11, 2013 8:13 pm

Liking the debugger so far. I'm betting there are lots left to add to it.

One thing though, it's not working with Node-Webkit previews currently. It's not really a big issue, but it'd be nice to be able to run the debugger on a Node-Webkit preview as well.inkBot2013-08-11 20:14:09
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Post » Mon Nov 04, 2013 4:47 pm

I was always wondering how much better is to use simple distance check like (Obj1.X - Obj2.X) < 100 ; (Obj1.Y - Obj2.Y) < 80, than using collision checks?
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Post » Tue Nov 05, 2013 12:21 pm

@Pakost - there is no point doing that. The runtime basically does that itself, but faster, inside ordinary collision tests.
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Post » Tue Nov 05, 2013 6:36 pm

@Ashley
Is there a way to use only the cheap collision tests based on the bounding box, without using the actual polygon check after. Or maybe the 4 point poly checks is as fast as the simple collision check?
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