My current project is First Person perspective and I need to have maybe 200 interactive objects that react to mouse clicks. The objects are mostly simple planes with a couple of triangles each. I have heard that having lots of mouse over objects is draining on the memory. Is this likely to be a problem with so many objects?
Also I wonder why the mouse over seems unreliable some times.
I have a simple MouseOver+LeftButton(tap) connected to an Action actuator (or whatever). The object is “static”.
Some objects react perfectly to this setup, while others react only 1/3 mouse clicks and that doesn’t feel good. Any idea what that could be?
My experience has been that the ‘MouseOver’ sensors are more draining on CPU usage than memory usage. I think your game will get slower as you add more sensors instead of taking up more memory.
Ok, kastoria, I have misunderstood CPU usage vs memory, and thanks for clearing that up.
Yes of course I meant that I don’t want my game to get slower as I build it and add more of the sensors.
Is there any other logic (brick) way to continue develop the project for the interactive purpose I mentioned?
Hmm, my game has the cursor in the middle of the screen all the time (like most fps games) and I want to interact with 200+ individual objects in the game with no need to pick them up etc… only clicking on them like pushing buttons…
I can do this with mouseover sensors but I’m just afraid it will slow the game more and more as I add assets