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Optimizing tile scrolling and clone management in Toca blocks remake

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💡 Struggling with clone limits and performance issues in your scrolling games? 🚀 Get Expert Help

BA

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

PO

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:

flowchart TD A[🎮 Game Loop] --> B[Create Clone Every Frame] B --> C[300+ Clones Created] C --> D[Each Clone: Forever Loop] D --> E[Color Collision Check] E --> F[⚠️ Performance Bottleneck] G[🎯 Solution Path] --> H[Object Pooling] G --> I[Efficient Collision] G --> J[Smart Culling] H --> K[Reuse Existing Clones] I --> L[Position-Based Detection] J --> M[Only Process Visible Objects] style F fill:#ffebee style K fill:#e8f5e8 style L fill:#e8f5e8 style M fill:#e8f5e8

🚀 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! 🚀

BA

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?

DS

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! 💾

VB

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

Ready to build high-performance games that can handle thousands of objects? Get personalized guidance from our optimization experts!