Hi everyone,
I’ve been working on a fairly large project in GDevelop, and as my game has grown, I’ve noticed some performance issues, especially on lower-end devices. The game involves a lot of objects on screen at once, along with physics-based interactions and procedural generation.
I’m looking for advice on best practices for optimizing performance in GDevelop. Here are some specific areas where I think I might be running into trouble:
- Object Management – I have a lot of objects in a scene, some of which are off-screen but still seem to be affecting performance. Should I be using object culling techniques, and if so, what’s the best way to do it in GDevelop?
- Events Optimization – I’ve read that too many events running in every frame can slow things down. Are there specific event structures or conditions I should avoid?
- Physics Engine Load – Since I use physics-based objects, I wonder if there’s a way to limit calculations when they’re not needed. Any tricks to reduce physics processing when objects are inactive?
- Rendering Performance – I use a lot of sprite animations and layers with effects. Are there particular settings I should tweak to balance visual quality and performance?
- Resource Management – Does GDevelop automatically manage memory efficiently, or are there things I should be doing manually, like unloading unused assets?
If anyone has experience optimizing a large game in GDevelop, I’d love to hear your tips or any mistakes you’ve learned to avoid.
Thanks in advance!