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Yeah I was curious about that, realistically i'm looking at getting large maps as a mainstay for overworld areas and most events are spawned and deleted via range from the player- and i've got an edited pathfinding algorithm to expand the tile distance but I wonder if there is a way for events to in a sense ignore tile searches or to extend the duration when it checks the map or atleast in the events vicinity for optimization.

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Are you experiencing any lag on your map(s)? You can record performance in the dev tools -> performance tab, and then check and see what is taking so long to run. It comes with both a graph view and a function call view, with ms taken for each function listed.

If you can identify any source of lag in your game I can see about adding an optimization for it here, though no promises for any third party plugins that may be causing lag issues.