Optimizing tile scrolling and clone management in Toca blocks remake
این محتوا هنوز به زبان شما در دسترس نیست.
💡 Struggling with clone limits and performance issues in your scrolling games? 🚀 Get Expert Help
BlockBuilder_Alex
Posted on July 25, 2025 • Advanced
🎮 Clone limit issues in Toca blocks remake
Hey everyone! I’m working on a Toca blocks remake project and I’m running into some serious performance issues:
- Grass tiles scroll smoothly, but placed blocks cause lag
- Hitting the 300 clone limit constantly
- Need blocks to remain interactive while scrolling
- Performance drops significantly with many clones
I’m looking for efficient ways to handle tile scrolling without hitting clone limits. Any optimization strategies would be greatly appreciated! 🙏
Project link: Toca Blocks Remake
PerformanceOptimizer_Sam
Replied 54 minutes later • ⭐ Best Answer
Great question @BlockBuilder_Alex! I can see several performance issues in your project. Here’s a comprehensive solution for optimizing tile scrolling and clone management:
🔍 Performance Analysis
The main issues I identified:
🚀 Solution 1: Object Pooling System
Instead of creating new clones constantly, reuse existing ones:
// Main sprite - Object Pool Manager when flag clicked set [Active Clones v] to [0] set [Max Clones v] to [50] repeat (Max Clones) create clone of [Block v] end // Block sprite - Pool Object when I start as a clone set [In Use v] to [0] forever if <(In Use) = [1]> then // Active block logic here go to x: (X Position) y: (Y Position) show else hide end end
📍 Solution 2: Viewport Culling
Only process blocks that are visible on screen:
// Check if block should be active define should be active (block x) (block y) if <<(block x) > ((x position of [Camera v]) - [240])> and <(block x) < ((x position of [Camera v]) + [240])>> then if <<(block y) > ((y position of [Camera v]) - [180])> and <(block y) < ((y position of [Camera v]) + [180])>> then set [Should Be Active v] to [1] else set [Should Be Active v] to [0] end else set [Should Be Active v] to [0] end
⚡ Solution 3: Efficient Collision Detection
Replace color collision with position-based detection:
// Instead of touching color, use position math define check collision with (target sprite) set [Distance v] to (sqrt of (((x position) - (x position of [target sprite v])) * ((x position) - (x position of [target sprite v]))) + (((y position) - (y position of [target sprite v])) * ((y position) - (y position of [target sprite v])))) if <(Distance) < [30]> then set [Collision Detected v] to [1] else set [Collision Detected v] to [0] end
🎯 Solution 4: Smart Scrolling System
Implement efficient tile management:
// Tile Manager when flag clicked forever // Calculate which tiles should be visible set [Left Tile v] to (round (((Camera X) - [240]) / [32])) set [Right Tile v] to (round (((Camera X) + [240]) / [32])) set [Top Tile v] to (round (((Camera Y) + [180]) / [32])) set [Bottom Tile v] to (round (((Camera Y) - [180]) / [32])) // Activate only visible tiles broadcast [Update Visible Tiles v] end
💾 Solution 5: Data-Driven Approach
Store block data in lists instead of clones:
// Store block data in lists when flag clicked delete all of [Block X v] delete all of [Block Y v] delete all of [Block Type v] // Add block at position define add block (x) (y) (type) add (x) to [Block X v] add (y) to [Block Y v] add (type) to [Block Type v] // Render visible blocks only define render blocks set [Block Index v] to [1] repeat (length of [Block X v]) if <should render block (item (Block Index) of [Block X v]) (item (Block Index) of [Block Y v])> then // Use available clone to display this block end change [Block Index v] by [1] end
Key Performance Tips:
- 🎯 Never create clones in forever loops
- ⚡ Use position math instead of color collision
- 👁️ Only process what’s visible on screen
- 🔄 Reuse clones instead of creating new ones
- 📊 Store data in lists, not clone variables
This approach should handle thousands of blocks while staying under the clone limit! 🚀
BlockBuilder_Alex
Replied 2 hours later
@PerformanceOptimizer_Sam This is absolutely incredible! 🤯
I implemented the object pooling system and viewport culling - my project went from 5 FPS to smooth 60 FPS! The difference is night and day. Thank you so much for the detailed explanation and code examples!
One follow-up question: How would you handle saving/loading the block positions when there are thousands of them?
DataStorage_Expert
Replied 45 minutes later
@BlockBuilder_Alex Great question about data persistence! Here’s an efficient approach for saving/loading large amounts of block data:
// Compress block data into strings define save world data set [Save String v] to [] set [Block Index v] to [1] repeat (length of [Block X v]) set [Block Data v] to (join (item (Block Index) of [Block X v]) (join [,] (join (item (Block Index) of [Block Y v]) (join [,] (item (Block Index) of [Block Type v]))))) set [Save String v] to (join (Save String) (join [;] (Block Data))) change [Block Index v] by [1] end // Save to cloud variable or local storage
For thousands of blocks, consider chunking the world into regions and only save/load active chunks! 💾
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced Game Optimization!
Excellent discussion on performance optimization! For developers looking to create even more sophisticated systems, our community can help with:
- 🎯 Advanced object pooling patterns
- ⚡ Custom collision detection systems
- 🗺️ Infinite world generation
- 💾 Efficient data compression techniques
📚 Related Topics
- How to implement efficient scrolling cameras?
- Managing memory in large Scratch projects
- Building scalable game architectures
Ready to build high-performance games that can handle thousands of objects? Get personalized guidance from our optimization experts!