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There seem to be a lot more transformation options using the sprite class.įirst and foremost, a lot of these are lower level frameworks, so this isn’t exactly an apples to apples comparison. I’m not sure what you exactly mean by change the sprite, but the documentation says particles inherit from sprites, so I’m assuming you would use the sprite class to change the sprite for things you cant do with the particle class: Particles:setParticleSize(i, size) and Particles:setParticleAngle(i, angle) It doesn’t look like you can change the texture individually with the particle index number, Particles:setTexture(texture) sets texture to all particles. Some of these are still in development from what I see, but you can change the angle, color, decay, position, size, speed, ttl, and tag using the particle index number.
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Returns the tag associated to the given particleĬan you change the looks of individual particles? Sets the tag associated to the given particle Quickly skimming over the reference, the only form of “attaching things” I seem to see is a tagging system, but it looks like it’s still in development: I haven’t used them enough to know yet! I’ll ask the Gideros community and see what they say. This is where I’m answering most of your questions from.Īre there any limitations to particles in Gideros? Hey brtizl, I haven’t used gideros enough (literally only have a few hours on it) but I’ll try to answer your questions the best I can.įirst and forth most, here is the reference: We have worked with Unity for quite some time now (since 4.3, released a few games) and have decided to take a look at Defold as an alternative for creating more energy efficient and less development-heavy games. I will post a mini-postmortem on overall Defold usage “review” regarding our smaller 2D projects.
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I have also noticed that Defold didn’t warm up the device while Unity and Monogame did (just a bit, it didn’t bring it to thermal throttling limits, but it was noticeable).
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Defold, on the other hand, was consistent all the time. I have also noticed that Unity and Monogame (especially Monogame) were less stable in terms of FPS (even on that small one ping-ponging logo demo), most likely occasionally missing vsync intervals, which resulted in stuttering. I was conducting these tests for the last two days, made them at least twice per platform to ensure that results are consistent, and here are the resultsĭifference is quite apparent, especially after two hours, but it’s not nearly “3x more consuming”.
#Gideros scaling code
I have just made a few performance / battery life tests on my Asus ME173X tablet (pretty low end device on which we usually test code and graphics performance) on a simple Defold logo ping-ponging from top to bottom using a Sine wave interpolation (Defold uses go.animate with internal tweening engine).
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