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[Question] About simple and Non-Container Sprite for performance and particle system #3105
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Not sure what you are suggesting, but you can use the |
If you have less than 5000 particles, standart container will be ok. ParticleContainer has a limitation: you can't use more than 1 texture atlas for sprites inside, and you cant use containers inside of it. |
In current Sprite , if a sprite is NOT a container (most sprite is not container) ,
there are 4 steps :
If you very care about function call ( is like at #3108 (comment) ) , I think you should care about these 4 steps , especially this.children.length. I think most sprite is non-container in the game , A Sprite Class without any operation about children is a good solution. . |
Then feel free to create a non-container sprite for your project. The core sprite will remain as-is however. We've had this discussion many times over the past years and the community wants it to be a container. You can easily create your own sprite that doesn't inherit from container if you feel it is important for you application. |
@englercj , yes , your decide is very good . |
This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs. |
The WebGL is a fast renderer , but JS is still not fast enough for thousands of sprites , on mobile especially.
If supply a simple and Non-Container Sprite , Could it supply hight performance ?
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