Optimizing clone performance with view culling and reloading
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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? 🤔
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:
🔧 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. 🎯
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! 🎉
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! 👍
Vibelf_Community
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