----- Original Message ----- From: <[EMAIL PROTECTED]> > > In our present version, I used imaging lingo to draw the cells, > but found that the whole thing comes to a grinding halt after a few > minutes.
The issue probably isn't imaging Lingo so much, as lack of proper optimisation. It's hard to say what you might be doing that is causing such poor performance (you're not writing to the stage.image for each sprite, are you?) but imaging Lingo should be capable of at least equalling the performance of individual sprites, and is often faster. As for your second issue, of detecting click positions, this should actually be an area where you can improve on performance, compared with sprites. Since many of the sprites will be arranged in a uniform grid, you can use a simple caclulation to determine which one the mouse is over. This saves doing a bounds check on every sprite, which for a large number of sprites is quite time consuming (assuming no other optimisations are used, although Director probably does optimise this quite a bit anyway). It's hard to say much more about this without knowing more about what your code is doing. BTW, you might be better off asking about this type of thing on DirGames-L. - Robert [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]