HI!
I've a strange yussue: in my app the FPS starts correctly at 60 just as i set. every time i load a new level it become lowest. I think wrong something in the load/unload scene...
Content.Unload();
mContentXAll.Unload();
mComponentsXAll.Clear();
for (int i = 0;i<space.entityes.count;i++)
{space.remove(space.entityes[i])}
my questions:
1----------------------------
like for entityes, are some same for the staticmeshes too? ex..:
for (int i = 0;i<space.staticMeshes.count;i++)
{space.remove(space.staticMesces)}
2-----------------------------
are good the expressions to delete all in space and the space:
space = null;
space = new Space();
1----------------------------
like for entityes, are some same for the staticmeshes too? ex..:
for (int i = 0;i<space.staticMeshes.count;i++)
{space.remove(space.staticMesces)}
No; there's no list in the engine internally that holds only static meshes.
2-----------------------------
are good the expressions to delete all in space and the space:
space = null;
space = new Space();
Setting it to null before setting it to a new reference is unnecessary. If a space object has no references to it, it will be garbage collected. So, in that sense, the above would work- however, all of the entities and other objects must not be referenced by anything, because those objects have references to the Space.
I've a strange yussue: in my app the FPS starts correctly at 60 just as i set. every time i load a new level it become lowest. I think wrong something in the load/unload scene...
I'd strongly recommend grabbing a performance profiler to gather information about the slowdown. Just guessing at the causes of performance issues almost always fails.