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Author Topic: (Solved) Will FSMs with lot of states slow down the device while playing ?  (Read 1114 times)

heavygunner

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Hi !

This is the FSM I wrote for a function. One Firework will spawned on 3rd kill, Two fireworks on 6th kill and 3 Fireworks on 9th and coming every 3 kills.

This is the FSM I wrote


a member from another forum gave me a solution with just 5 states.

Look at my FSM. I have lot of states and each states has many actions. Since I am a newbie and having lack of Logical thinking, I have to go through many steps to get the job done.

Will writing FSM with lot of damn states will lag/slowdown mobile device ?

Just asking :)
« Last Edit: November 22, 2018, 08:45:42 PM by heavygunner »

Fat Pug Studio

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Re: Will FSMs with lot of states slow down the device while playing ?
« Reply #1 on: November 06, 2018, 02:05:25 AM »
No, using Playmaker has a negligible overhead compared to coding.
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jeanfabre

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Re: Will FSMs with lot of states slow down the device while playing ?
« Reply #2 on: November 22, 2018, 03:05:09 AM »
Hi,

 yes, it's negligeable. The overhead is 1Mb ( the size of the playmaker dll core to run your fsm, everything else ( actions) are plain c# scripts)

also, it's not the number of states but what you actually and which one is active ( only one state is active per fsm. so it's more the actions you use and when/how that matters.

Bye,

 Jean