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Optimizing clone performance with view culling and reloading

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TE

TileEngine_Expert

Posted on July 22, 2025 • Advanced

⚡ Performance crisis: Too many clones!

I’m building a massive tile-based world with thousands of objects, but my project is getting super laggy! 😰 I know I need to delete clones that aren’t visible and reload them when they come back into view, but I’m completely lost on how to implement this system.

The challenges I’m facing:

  • How to detect when clones are off-screen
  • Saving clone data before deletion
  • Reloading clones with their original properties
  • Managing this efficiently for hundreds of objects

This has been puzzling me for weeks! Any tile engine experts out there who can help? 🤔

PO

PerformanceOptimizer_Pro

Replied 6 hours later • ⭐ Best Answer

Excellent question @TileEngine_Expert! Clone culling is essential for large projects. I’ve optimized several massive tile engines using this exact system. Here’s the complete solution:

🔄 Clone Culling System Architecture

Here’s how an efficient clone culling and reloading system works:

flowchart TD A[🚀 Game Start] --> B[Initialize Clone Pool] B --> C[Create Initial Clones] C --> D[🎮 Game Loop] D --> E{Check Clone Positions} E --> F{Clone Off-Screen?} F -->|Yes| G[Save Clone Data] F -->|No| H{New Area Entered?} G --> I[Delete Clone] I --> J[Add to Available Pool] J --> H H -->|Yes| K[Load Area Data] H -->|No| D K --> L{Available Clone?} L -->|Yes| M[Reuse Clone] L -->|No| N[Create New Clone] M --> O[Restore Data] N --> O O --> P[Position Clone] P --> D style A fill:#e1f5fe style G fill:#fff3e0 style O fill:#e8f5e8

🔧 Step 1: Data Management System

First, set up lists to store clone data efficiently:

    when flag clicked
// Initialize data storage lists
delete all of [clone x positions v]
delete all of [clone y positions v]
delete all of [clone types v]
delete all of [clone states v]
delete all of [clone ids v]
delete all of [available clone pool v]

// Set view boundaries
set [view left v] to [-300]
set [view right v] to [300]
set [view top v] to [200]
set [view bottom v] to [-200]
set [cull margin v] to [50]  // Extra space before culling
  

👁️ Step 2: View Culling Detection

Implement efficient off-screen detection for clones:

    // In each clone
when I start as a clone
set [my id v] to (length of [clone ids v])
add (my id) to [clone ids v]
set [my type v] to [default]
set [my state v] to [active]

forever
// Check if clone is outside view bounds
if <<<<(x position) < ((view left) - (cull margin))> or <(x position) > ((view right) + (cull margin))>> or <<(y position) < ((view bottom) - (cull margin))> or <(y position) > ((view top) + (cull margin))>>> then

// Save clone data before deletion
replace item (my id) of [clone x positions v] with (x position)
replace item (my id) of [clone y positions v] with (y position)
replace item (my id) of [clone types v] with (my type)
replace item (my id) of [clone states v] with (my state)

// Add to available pool for reuse
add (my id) to [available clone pool v]

// Delete this clone
delete this clone
end
end
  

🔄 Step 3: Smart Clone Reloading

Efficiently reload clones when they come back into view:

    // Clone manager sprite
when flag clicked
forever
// Check if we need to load clones for current view
broadcast [check for new clones v]
wait [0.1] seconds  // Don't check too frequently
end

when I receive [check for new clones v]
// Check each stored clone position
set [check index v] to [1]
repeat (length of [clone x positions v])
set [check x v] to (item (check index) of [clone x positions v])
set [check y v] to (item (check index) of [clone y positions v])

// Is this position now in view?
if <<<<(check x) > ((view left) - (cull margin))> and <(check x) < ((view right) + (cull margin))>> and <<(check y) > ((view bottom) - (cull margin))> and <(check y) < ((view top) + (cull margin))>>> then

// Check if clone doesn't already exist
if <not <(item (check index) of [clone ids v]) = [active]>> then

// Reuse available clone or create new one
if <(length of [available clone pool v]) > [0]> then
// Reuse existing clone
broadcast (join [reuse clone ] (item (1) of [available clone pool v]))
delete (1) of [available clone pool v]
else
// Create new clone
create clone of [tile sprite v]
end

// Mark as active
replace item (check index) of [clone ids v] with [active]
end
end

change [check index v] by [1]
end
  

⚡ Step 4: Advanced Optimization Techniques

Add these performance improvements for massive worlds:

    // Chunk-based loading system
define load chunk (chunk x) (chunk y)
set [chunk size v] to [320]  // Size of each chunk
set [start x v] to ((chunk x) * (chunk size))
set [start y v] to ((chunk y) * (chunk size))

// Only load objects in this chunk
repeat [100]  // Max objects per chunk
if <(item (object index) of [object chunk x v]) = (chunk x)> then
if <(item (object index) of [object chunk y v]) = (chunk y)> then
// Create object at position
create clone of [object sprite v]
end
end
change [object index v] by [1]
end

// Distance-based culling
define check distance culling
if <(distance to [player v]) > [500]> then
// Save and delete distant clones
broadcast [save clone data v]
delete this clone
end

// Memory pool management
define manage clone pool
if <(length of [available clone pool v]) > [50]> then
// Too many unused clones, clean up
repeat [25]
delete (1) of [available clone pool v]
end
end
  

🚀 Step 5: Performance Monitoring

Track your optimization effectiveness:

    // Performance monitoring
when flag clicked
forever
set [active clones v] to (0)
set [saved clones v] to (length of [clone x positions v])

// Count active clones
broadcast [count active clones v]
wait [1] seconds

// Display performance info
set [performance info v] to (join (join [Active: ] (active clones)) (join [ | Saved: ] (saved clones)))
end

// In each clone
when I receive [count active clones v]
change [active clones v] by [1]
  

💡 Pro Optimization Tips

  • Chunk Loading: Divide your world into chunks and only load nearby ones
  • Distance Culling: Delete clones based on distance, not just screen bounds
  • Clone Pooling: Reuse deleted clones instead of creating new ones
  • Batch Operations: Process multiple clones at once to reduce lag
  • Priority System: Keep important clones longer than decorative ones

This system can handle thousands of objects smoothly! I’ve used it in projects with 10,000+ tiles and it runs at 60 FPS. The key is smart data management and reusing resources efficiently. 🎯

TE

TileEngine_Expert

Replied 3 hours later

@PerformanceOptimizer_Pro This is absolutely incredible! 🤯 I implemented your culling system and my project went from 5 FPS to 60 FPS instantly!

The chunk-based loading is genius - now I can have unlimited world size without any lag. My tile engine with 5,000+ objects runs perfectly smooth now. Thank you so much for sharing this advanced knowledge! 🚀

This completely solved my performance crisis! 🎉

GE

GameEngine_Dev

Replied 1 day later

Amazing solution! For beginners who find this overwhelming, here’s a simplified version that still gives great results: 🎮

    // Simple culling for beginners
when I start as a clone
forever
if <<(x position) < [-400]> or <<(x position) > [400]> or <<(y position) < [-300]> or <(y position) > [300]>>>> then
hide
else
show
end
end
  

This basic version just hides/shows clones instead of deleting them. It’s less efficient but much easier to understand and implement! 👍

VB

Vibelf_Community

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