Today I'm implementing a new system for optimization that literally uses chunks, and I'm going to explain how it works.
Using GameMaker: Studio, a higher instance count (how many things are in the room) translates to a higher drop in performance. My method cuts the amount of instances, quite literally, into four, using chunks. Blocks in Crevis are 32x32 pixels. It takes 2,040 blocks to fill an entire room... which, you can probably imagine, can get very laggy. So, I'm implementing a system that uses 64x64 blocks, which takes 510 blocks to fill a room. When the player comes closer to the chunks (64x64 blocks) they turn into a set of 4 32x32 blocks.
Hopefully that makes sense.
Until next time, everyone!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday.