I'm creating a 2D game and I have just updated it to use 3D (quad) sprites. You have this ship that can fire tons (1000s) of bullets that remain in the air at the same time. Originally these were implemented as single pixel plots, but now they are alpha'd quads, each created using copyentity. When a maximum allowed number are fired, the oldest one is deleted each time a new one is created and the entity freed.
Now I'm not expected to be able to have as many bullets in the air as in the original version, but it seriously slows down once I have fired a couple of hundred and I have seen people have a lot more 3D sprites on screen at a time. The slowdown seems to come in quite sharply, the hard disk starts grinding and the computer eventually complains it's running out of virtual mem. Any ideas?
Now I'm not expected to be able to have as many bullets in the air as in the original version, but it seriously slows down once I have fired a couple of hundred and I have seen people have a lot more 3D sprites on screen at a time. The slowdown seems to come in quite sharply, the hard disk starts grinding and the computer eventually complains it's running out of virtual mem. Any ideas?