Hi all,
My current game has a large number of moving objects (but not overly large) - about 100 moving about on screen at once. Most of these are bullets and very small (e.g. 16x16). I am using GPU mode. All graphics are bitmaps, and furthermore, I'm using object pooling for everything, and my bullets and enemies etc are kept in linked lists (which are faster than Vectors<>). All bullets share the same bitmapData. There are perhaps 15 different bitmapData in use.
In some situations - usually after unleashing a bullet storm of some sort (say 30 bullets at once flying out in all directions from the player) - the graphics behave strangely. The framerate is still high, but some of the bullets will move in a staggered sort of way instead of smoothly. They'll move forward for a bit, then slow or stop, then shoot off again for a bit. This tends to happen towards the edges/corners of the screen while the action in the middle is ok.
Has anyone noticed anything like this before?
The only other thing of any large consequence is a bitmapData that covers the entire screen in the background. It's bitmapData is actually 0.25% the width and height of the screen and then stretched 400% to fit. Whenever an enemy is destroyed a 'splat' is rendered to the bg, which then needs to be updated.
Cheers,
Peter