by lcl » Tue Apr 08, 2014 8:45 am
Game Editor has some problems with screen tearing and sometimes keeping a solid, stable frame count isn't achieved quite as well as you'd want to.
However, the frame count isn't really an issue if you make your games in a way they should be made. What I mean is that obviously if you have a huge game within one game editor project, and you have everything being loaded and existing all the time, it will of course lag, and that's actually not an issue of Game Editor, it's just common sense. If you have hundreds of enemy actors running their AI scripts and checking for collision with the ground all the time, it's gonna get heavy if you don't do anything to manage which actors shoukd exist at a time and which actions they should be doing at a time.
Game Editor offers two simple ways to handle the splitting of the game to smaller parts and these are to either use multiple geds or to use activation regions. You can also set actors to not receive events when they're outside of the game view. And you can always build your own ways of managing what's existing and receiving events and what's not.
So, games made with GE can get pretty unstable performance-wise if you build large projects without thinking about the performance-efficient ways of doing it. But if you do manage the game well, it will run a stable speed.