When I place an animated atom on the map, the CPU usage spikes significantly. The number of these animated atoms seems to make no difference, so long as there's at least one. The world is running in hardware drawing mode.
The Dream Seeker's function profiler indicates that this CPU usage is not from my code. My testing narrowed it down to happening only when animated icons are being displayed.
Numbered Steps to Reproduce Problem:
Create a 5x40 icon. Animate it however you please, with 10 frames and loops only once. Give an atom this icon and place it on a 100x100 map. Anywhere on the map. Only one.
Alternatively, you can make a 5x5 icon and animate it by changing the pixel offsets at runtime. My testing yielded the same results: Significantly increased CPU usage by dreamseeker and framerate drops.
Code Snippet (if applicable) to Reproduce Problem:
//The isometric world parameters are:
world
fps = 25
view = "22x26"
icon_size = 40
map_format = ISOMETRIC_MAP
Expected Results:
The world is running smoothly with no CPU spikes or framerate drops.
Actual Results:
The CPU usage of dreamseeker goes up significantly and the framerate is low enough that the game becomes unplayable.
Does the problem occur:
Every time? Or how often?
Every Time
In other games?
Haven't tested, but other users have supported this anecdotally
In other user accounts?
Haven't tested; I think this is irrelevant
On other computers?
Yes. It happens consistently on other computers.
When does the problem NOT occur?
When there are no animations currently being drawn.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
I don't think so.
Workarounds:
None known.
Examples/Demos:
http://files.byondhome.com/D4RK354B3R/Apprentice.zip
Generate the maze, "summon a wisp", and WSAD for movement.