NEW v4.0! [Guide and Resources] How to MASSIVELY improve performance in GDevelop with Object Culling! Making any Project Run Smoothly!

Hi I dont get how to get the boolen and the repeat for each instance of ExcludeObjects and other repeat for each instances is it like do i have to create an object for that or something idk please reply and provide some more steps and stuff for me tysm if you do respond.

EDIT: Nvm fix it but just it still causes lag for me cus i have a random room generator and that stops half way from generating the first stage of the rooms so i just have to figure out a way to fix it

Hello. Iā€™ve read a lot of what youā€™ve done and I think itā€™s wonderful. Thank you very much for sharing this. Iā€™m finishing making a video game that Iā€™ve been making for 2 years. Due to the graphics and the number of objects, it has affected performance, and although I have already tried to optimize it and I donā€™t know what else to do. I even bought an RX 6600 thinking it would improve my gaming performance and unfortunately nothing has changed, I didnā€™t realize that the engine mainly uses the processorā€¦

But your contribution gives me enormous hope, but Iā€™m not sure I know how to apply it, I tried it a little lightly and it didnā€™t change the performance at all, I use many layers and maybe thatā€™s why, I understand that your code is created to work only on the base layer. I donā€™t know what it would be like to add it to all the layers I use. I hope you were able to understand me, I speak Spanish.

small video of my game: Preview of TamDreamsMaze 2024-12-19 20-36-24.mp4 - Google Drive

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The objects for some reason donā€™t regenerate.

question: so now we can make smooth huge procedurally open world generated game with this code?

If you want to do this, then the code here will only help by optimizing the performance by culling unneeded terrain.
You still need to implement the procedural generation algorithm