Rocketjumping platform engine example.

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Post » Mon Jul 20, 2009 11:09 pm

[quote="Davioware":u7wdog35]Maybe i was a bit jumpy on the optimization gun, just trying to point out to a new user that behaviors are faster than using events in large-number-of-instance scenarios.[/quote:u7wdog35]
Even that's a tricky statement - if the collision checks are bottlenecking your game (by the way, the collision checker is very highly optimised, so you must be absolutely HAMMERING the collision checker) then the overhead of the event engine is small compared to the collision checks. The overhead of the platform behavior is smaller - but the actual collision check is the heavy lifting here and both would do that - so again, would switching between one or the other really change the efficiency of collision checks?
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Post » Mon Jul 20, 2009 11:15 pm

[quote="Ashley":29u1e00d][quote="David":29u1e00d]The main advantage of the platform behavior is its perfect[/quote:29u1e00d]
Brave words from a man who's behavior accounts for over 5% of the total bugs submitted to Construct, ever! ;)[/quote:29u1e00d]

He's trying very hard :(

I think David deserves a cookie :)
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Post » Tue Jul 21, 2009 4:52 am

Hahahah I lol'd IRL

Also, I compiled the thingy in 7 parses... >.>

~Sol
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Post » Tue Jul 21, 2009 4:04 pm

[quote="SoldjahBoy":mt5ukml7]Hahahah I lol'd IRL

Also, I compiled the thingy in 7 parses... >.>

~Sol[/quote:mt5ukml7]

Then post it, why let a perfectly good .cap go to waste? :D
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Post » Wed Jul 22, 2009 7:09 am

[quote="deadeye":3uosiwlu][quote="Ashley":3uosiwlu][quote="David":3uosiwlu]The main advantage of the platform behavior is its perfect[/quote:3uosiwlu]
Brave words from a man who's behavior accounts for over 5% of the total bugs submitted to Construct, ever! ;)[/quote:3uosiwlu]

He's trying very hard :(

I think David deserves a cookie :)[/quote:3uosiwlu]

Notice how nearly all of them are closed :P
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Post » Thu Jul 23, 2009 4:36 am

isnt platform most popular behavior
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