Worm Performance Pass
Post Jam several people noted that the performance would tank hard after a few minuets. While running the debugger I found that while each worm used almost no render or cpu cycles, all of the enemies in the game were being moved and processing under physics every frame. This was causing the game to begin to lag and stutter quite quickly. I have found a way to disable the worms while they are off screen, and am now seeing each enemy using only about 1.33ms of processing time, which with a max of 15 on screen in the worst area it is still way below the 50-90ms that the script was using before. Hope you enjoy it, my next update will hopefully contain a fix for the diagonal super jumps.
Files
Get The Rotting
The Rotting
The last surviving pumpking must slip away before the rot comes.
Status | In development |
Author | Voraga |
Genre | Adventure |
Tags | autumn, Metroidvania, Pixel Art |
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