Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / [Tier 2] Performance of tweening vs mathematical functions of time f(t)

Author
Message
Jerry McGuire
7
Years of Service
User Offline
Joined: 25th Mar 2017
Location:
Posted: 18th Jan 2018 17:04
Hi,
Question 1:
I am starting to get into tweening commands and was wondering if (other than being easier to code) they deliver better computational performance than functions of time f(t).
Example a:
Move a sprite in a pendulum fashion. I could do that using a sin and/or cos function(s) and the timer as an argument, cos(timer). I believe I could also do that using a tweening command that uses the easy in/easy out method. What is easier on the cpu of a mobile device?
Example b:
Move sprite in linear zig-zag fashion. I can do that with a "zig-zag" function of time, but also with tweening. What is easier on the cpu of a mobile device?

Question 2:
In general, what is more efficient for periodically moving sprites (endlessly moving like a pendulum, and so on)?

Thanks for your answers!!
iMac Book Pro, MacOS 10.12.4, Xcode 9.0.1;
iPhone 6, iOS 9.35; iPhone 5s, iOS 9.35; iPad (3rd gen), iOS 9.35;

Dell Precision T7400, Windows 7 Professional 64bit, Visual Studio Community 2015;

Login to post a reply

Server time is: 2024-11-24 03:54:18
Your offset time is: 2024-11-24 03:54:18