"Time" to "Floor" it: Optimization techniques?

FrantoFranto Member Posts: 779

Hi, I was wondering what other optimization techniques aside from not using "timers" and using the "floor" algorithm for animations instead of the default animator?

I finally got my game working during its gameplay level, but it required the removal of the backgrounds and foreground. Then I realized that since I made this game early in my learning, the entire base of the gameplay is based on dozens and dozens of timers running all at the same time, with default animations being used.

Anyway, is there an altenative to particles? It appears my usage of particles as a hit effect on everything is also responsible for some lag.

Comments

  • FrantoFranto Member Posts: 779
    edited March 2015

    I totally forgot about game attributes. I think I have over 100 game attributes in my game, with maybe a quarter of them running all at once at certain points, could this, over timers and animations, be the main source of lag problems during gameplay?

    I want to at least remove the main source of the lag before dismantling other things.

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