So as some of you probably know by now that I’m working on an upcoming massive project called “Melted Fate” … it’s probably the most intensive and most detailed project the engine will ever see.
Melted Fate Announcement: Project "Melted Fate" Announcement ⭐
Melted Fate Official Devlog: 🧠 Project "Melted Fate" official devlog!
Note: Picture is just a concept and not related to final project.
Now with something as massive as this project, I’m concerned about something related to the capabilities of GDevelop…
Will GDevelop be able to handle the big amount of scenes that will be in this project?
Lets talk more about details…
My first game “Miko Adventures Puffball” had around 35 - 45 scenes and it was working perfectly.
But In “Melted Fate” we might be talking about 100 - 150 scenes (maybe even more)…
so my question is >> Will the engine be able to handle it just fine as it did with 35 - 45 scenes?
I also would like to know more specific details from the GDevelop team (or anyone who have very good experience with the engine) if possible about some answers to questions like:
1- How GDevelop handle scenes in details? like for example If I opened 10 scenes at the same time and then closed them? what exactly happens in the background? are the scenes completely get removed from the memory if I closed them or do they stay stored in memory until I close GDevelop all together?
2- How many scenes it takes the engine to crash? is there a limit for GDevelop?
Note: Each scene is unique with it’s own layers >> objects >> events >> and many many more…
3- Sometimes I feel that GDevelop gets heavier the more I spend time working with it, what could cause something like that? and how to prevent it or make it happen less often? (The fix for me was to just restart it but I’m asking what If I don’t want to restart and keep on working, how to keep it stable for the most part? while working in it for long period of times on heavy scenes >> sometimes over 18 hours)
4- Now this question is a bit weird but I thought to ask >> is it possible to divide the project into several .JSON files and then when I extract >> I copy and paste everything in a single .JSON file and export it >> is that a thing? or in general is it possible to divide the project into pieces and when exporting I combine all the pieces together?
5- At the end I’d like to hear from you best advices on how to handle many scenes (100 - 150 scenes) in GDevelop without crashing, lag or performance issues related to the engine?
In case someone is wondering about my system specs, here it is:
16 GB ram
I5 processor Gen 4 (Will upgrade it in the future)
GTX 1660
2 TB space
Sorry for the long question but I thought to ask just to be safe as the project will evolve so much over time and I need to know everything I can to prevent any future issues as early as possible.
It’s always good to know all the details as much as possible…
As always >> Thanks in advance…