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Do you have performance test data? I remember it was said that if you abstract it into some kind of sprite, you can further increase the number of units on the screen by a significant margin.

Thank you for your interest. Yes, I performed some stress tests on the plugin, forcing between 20 and 50 units of each faction in RTS mode, and I found FPS drop instabilities in all scenarios. It's a quick drop of 1 to 2 seconds, and it stabilizes soon after, but it still happens a few times in the game.

I used a resource that creates simple events, manipulable by the RPG Maker engine but without pages, switches, and other properties common to events, so they are lighter, but I still found some drops.

The AI system became a bit complex, and its garbage collection is one of the causes of the increased processing. Since the plugin is generalist, if I remove one of these AI functions, the product becomes incomplete, so I left some fine adjustments in the code that can increase or decrease the incidence of certain AI calls and correct this processing issue.

But it needs to be adjusted to each case. In any case, I am available to offer clarifications on all configurations and even make specific adjustments to custom code for specific situations. It's important to consider that, using all the plugin's features, FPS drops can occur and intensify in matches with more than 20 units in each faction.

Thank you for the suggestion to use units as sprites; I will research this and consider that option. My work on this plugin is not yet finished; there is certainly much room for improvement. Thank you again for your interest and collaboration.

I've recently had a strange idea: if we don't have time to address performance issues for the time being, could we release a simplified MOBA framework?