I have a question regarding what would be the best practice/most
efficient method regarding having multiple emitters in a given scene.
Each emitter has its own clock, properties and sprites; the renderer
(DisplayObjectRenderer) and container can be the same one though.
What is the best idea?
- They all share the same renderer and container
- They all share only the container
- Each emitter with its own container
Thanks for any feedback!
In my case, the scene has groups of particles with different clock
settings, sprites and asynchronous (user triggered) start actions - I
guess it's not viable to solve it with initializers/actions...
Thanks for the explanations!
at idv.cjcat.stardust.common.particles::ParticleListIterator/next()
at idv.cjcat.stardust.common.emitters::Emitter/removeDeadParticles()
[D:\as3Classes\stardust\src\idv\cjcat\stardust\common\emitters
\Emitter.as:277]
at idv.cjcat.stardust.common.emitters::Emitter/step()[D:\as3Classes
\stardust\src\idv\cjcat\stardust\common\emitters\Emitter.as:151]
at ParticleLayer/__mainLoop()
Any ideas why would this happen? I'm using a separate renderer/
container for each emitter... Is there any static property on the
emitter that may get scrambled?
If I use an array to store the objects, a dictionary with strong
references or unique vars, all works. If I delete them after all
particles are removed, all works fine too, it gets GC'ed.
But this is not anything alarming, just a notice that there may be
some trouble with unnamed particle instances (an instance of the whole
engine, renderer, container, emitter, all the works)