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(1 edit) (+1)

When you say 'saving frames' are you saying that you are running the 'haste' calculation every single frame? That calculation should only ever need to be done whenever you complete an activity that alters haste.

I don't think that alt-tabbing is the issue as I don't recall alt tabbing before it happened. What happens is I manually swap the mode to 'single' by clicking it, and the symbol reflects that, however nodes still loop even though the symbol is displaying single (i was not using queueing either so that wouldn't do it).

Thanks to your comment, I went back and cached the haste calculation. Before it was just simple multiplication so I didn’t bother, but now it uses a square root, so this should avoid those more expensive operations. I also made it show the exact time needed now.

As for the mode swap issue, I wasn’t able to reproduce that, but I’ll keep an eye on it!

(2 edits)

Even if they calculated every single frame this really shouldn't impact performance unless the optimization is terrible. Maybe it's just a language thing, but I could perform the square root of 7727 a million times in just 4635428 nanoseconds (~1/216 of a second) with a Java loop. That's far more than needed and they should indeed only be updating it when there's an actual change.

Although speaking of optimization I wonder why there's a stutter when saving. Not that I mind considering it makes identifying when the game saves easier.