-
Notifications
You must be signed in to change notification settings - Fork 190
Open
Description
Hi!
Currently I’m trying to figure out the reasons of FPS drop in my game, so here I got several questions about it.
- I know that GameEngine handles update itself - I never call setState in components by myself. Also I strictly follow ECS pattern here. But for some cases I really need to use timers and intervals, like SpawnEnemiesSystem (in terms of ECS). I know that I can do a workaround and just pass a flag to the system from onUpdate callback, but it violates ECS pattern. So, here is question 1: can intervals affect FPS? (I have about 5 in my code currently).
- There are lots of animations in my game. Some of them are implemented using React Native Animated api (for simple staff like fade in/out), but for complex animations I made custom react component, where I just replace sprites, also using timeout (to simulate animation fps). Can this be a reason?
In this game sometimes I have about 100 entities on the screen, half of which may be animated either way and FPS becomes 1 :-(.
I tried to investigate this issue, but didn’t succed yet.
Metadata
Metadata
Assignees
Labels
No labels