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what fps are you aiming for? |
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you should create a copy of the FlxBunnyMark Demo and try out different numbers of objects to get a sense for your limitations. you can see how many colliding sprites you can handle, or add other features in to see how intensive they are. On Html5, at 60fps i can get 7000 sprites moving around before i get issues. and about 1600 sprites colliding with each other before the frame rate dips. Also note how you can toggle the fixed timestep to make it feel smoother when the framerate dips a tiny bit |
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So i'm trying to make the game draw 400 sprites (with every single sprite having different graphic) but when i do that the framerate drops by about 70, for some reason this doesn't happen when i change the graphic of the sprites to be the same or when i change the target to be HTML5.
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