I’ve always asked myself …How “heavy” are declared custom points of an object in terms of performances?
I never had a problem with them …but i would like to know…
Let’s say i’ve an object with three custom points what happen if i add 10 custom points?
Do i’ll notice any differences?
And i know that more objects will slow down performances, but is the same for points too?
When i attach/stick something to a point is it heavier than just stick it to parent object?
And i would bet it does not create any custom points
It adds X and Y values to original X and Y values
For example
We can move origin and center point anywhere we want
Do you believe they even exist?
I bet origin point is by default object X and Y which both starts from X0 Y0
And we are given FAKE origin point to move around
Imagine it as variable you just added and some point is displayed at position you set
Now wherever you move it you do not do it physically
Cause ASSUMPTION TIME
You literally have like numbers that define their pos on the right
SO i if 100 vars don’t impact your game i would doubt 10 points can do anything to your game you could humanly measure
Thx as usual.
I asked this bcs i have left some objects i was testing with 4-5 unused points that i’ll probably remove later so I wanted to know if they could create any small lag or something…bcs i have a lot stick to position/point actions…that i think i’m gonna try to turn to C.objects.
1 - Is having tons of points lag? I argue here it won’t same as variables
2 - does checking even few points with a lot of events lag? I would bet it does
And by a lot we do agree for A LOT like over 100k checks per frame i would assume
I doubt any1 would be able to create enough events for 1k checks per frame anyway
Cause you would need to reference each point 500 times if its X and Y
And if only X or Y then 1k checks IN EVENTS running each frame
Not humanly possible i say
Unless someone is maniac