It's ridiculous that we have to do such intense testing to figure out which way to write code in C3 when, visually, every version that
dop2000 wrote made sense.
I agree there can be some small changes in resource usage but from 10% to 60% is completely insane.
Now you can argue that "well there are a lot of objects" but if a project has 90% less objects but more code (complex UI, combat, quests, NPCs, etc) writing it in a "bad" (???) way can lead to say 1% CPU increase for no other reason than checking if Sprite.X instance var = something, versus Comparing if Sprite.X = something.
And then we have projects that look like this:
So imagine how that small 1% can stack up with the amount of code we had to write.
We enjoy the easy entry in C3 but mastering it is a whole new level. And while we can test for every small thing that we need to implement, it kinda starts to waste our time when ridiculous bugs like these (10%-60%) appear.
I remember something similar when a Tween that was disabled was still causing havoc.
fedca reported it and it got fixed. Can only hope for something similar here, but then it begs the question: what other hidden CPU hogs are there in C3?
Would be interesting to hear
Ashley 's opinion on this.