Hi everyone. I was just wondering about this, and figured someone out there might know...
So, is it better to set up a child, and use panes for everything you might need, or to switch views and use a Heads Up Display?
What I really want to know though, is: Which way of doing things would eat up the least amount of cpu? Which way is smoother, and more flexible or easier to manipulate?
I get the skin editor, and its easy to use thanks to Lummox Jr's guide... and I have a small recollection of a hud system I used back when... so I can do either. I'm just trying to find the best way to do it. I'm looking for any and all input, thanks.
ID:151573
Mar 8 2010, 4:09 pm
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In response to Ripiz
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Right, this is what I figured. Thank you very much.
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Child Panes - HUD
Both have their strengths and weaknesses. It really depends on what the game needs. |
With client.screen objects, network bandwidth is usually more of a problem than processing, especially if the display is not complex.
I don't know about the interface stuff, but if you are moving around a lot of objects in client.screen and they have to move around and update smoothly for a bunch of clients, you are going to be sorely disappointed. |
In response to SuperAntx
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SuperAntx wrote:
Child Panes - HUD Just for further clarification, Ultimatum uses both types of interfaces, the top and right panel with all the unit statuses uses a HUD while everything else are BYOND interfaces. |
If yes then it depends how you handle it, I've tried making inventory, stat panel and alert windows, they were reported as laggy, while interface is nearly instant