Hi,

I'm currently working on a Jump'n'Run project. Many mechanics are already in place, so I'm starting to do the pickup-stuff now, you know, all the little items you want to collect, like the coins in Super Mario games.

So my question is: what can I do in order to keep the CPU resources every item needs as small as possible? To begin with, I did the following:

1) Use sprites instead of models as often as possible.
2) Set their UNLIT flag and apply the unlit material.

Can you do more to preserve CPU power and keep the framerate high, although there are 100 and more such items in the same world/map? I would also like to have animated sprites for pickups, but having an animation cycle going on for EACH ONE seems very power-consuming to me - is there an alternative?


Greets,


Alan