The more objects you create at one time, the more memory you are using up. Creating objects at run time is a big one that uses a lot of memory. In my experience, Active Objects and graphics are usually the biggest cause of slow Fusion games. Object Creation vs Having a Pool of Objects
What we want to do is limit how much the computer has to do every frame, every second, which in turn will speed up your game. That means your game will attempt to process everything you’ve told it to do, 60 times per second. When your game runs, it is set to run at a consistent frame rate, eg 60 frames per second, or 60fps. There are a few key areas that will affect this more than others: To optimise your game means to make sure it runs at it’s best, possible performance. Understanding Optimisationīefore reading this article it helps to understand what we mean when we use the word “optimise”. Take this as a, “If you need it, it’s here” sort of guide. For something like a puzzle game, there should likely be no problems. This is most likely to occur in mobile games that have lots of onscreen action and object creation. These are simply ways that you can make a game run faster if you are experiencing performance issues. NOTE: You do not have to do all of these things in each project in Fusion.