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Isle Goblin Playtest›Events›4.0.1 - Massive Performance Tweaks
Game update

4.0.1 - Massive Performance Tweaks

Isle Goblin Playtest · published 48 days ago

All eventsPlayers around this dateRead on Steam


- 0.4.1 - Performance Improvements

NON-BUGS

Major change to file saving:
- You may have noticed lag spikes whenever the game autosaved - this is because the game was written to one big file, and the save system I use can't write it over multiple frames of the game. The only way to overcome this is to save the world in many smaller files. This unfortunately means old worlds will no longer be accessible.
- I made similar optimizations in the character save data, so old characters will no longer be accessible either. With this new system, this should hopefully be the last time I have to make old stuff inaccessible.
- Super massive performance improvements (sort of)
- It used to be that each and every tile would be pooled separately. Now I have a generic "floorTile" that gets pooled and re-used for various types of floors. Now we need VASTLY fewer instantiations per frame while walking. This means much less memory is wasted storing all these different types of tiles (which will hopefully help with the RAM-based crashes we've seen when people play for a long time). This also means less CPU usage when the game has been running for a while, since we no longer have to cull the buffers as much. This may not make the game FEEL much faster though, because these reusable tiles unfortunately each need to "set up" and copy the base tile. So overall the "as you move around the same biome" CPU usage is SLIGHTLY better, but not a ton. I get like 75FPS running around at high speed.
- Shadow pooling massively improved
- Enemies had a lot of unnecessary overhead
- Enemies now get massively "dumber" when they're off-screen to save on computation
- Enemies now despawn instantly if they get more than 40 tiles from the player. They used to linger unnecessarily a bit longer
- Multiplayer lag hopefully improved significantly. The computation burden of enemies was unfairly distributed between players. I have not yet tested this fix. I will soon.
- Item drops (the ones that bop around when you break something) had a lot of physics overhead. I removed their colliders and now they just check the distance to each player. Massive improvement when you destroy a lot of stuff at once (like with bombs)
- Enemies are now pooled. There won't be little lag spikes anymore when they spawn... At least for <10. If there are more than 10 enemies, they don't get pooled. The first time those 10 enemies of each type spawn, there will be some overhead, but after that it's essentially free to spawn them in and out.
- Make it so the wizards only spawn far away in the forest. They're kind of an advanced enemy

BUGS
- Fixed a bug where completed quests would show up in your quest log even if you never got assigned them.

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Isle Goblin PlaytestGame update3 Sep 20264.1.27 - New Weapons, New Arrows, and Bug FixesMostly uploading this for the localization team, squashed a lot of bugs not listed. NON-BUGS - Added some new elemental arrows - Added about 33 weapons. Some of them wont' spawn naturally in the world since I still have to make the subassemblies that they spawn in. The ones that spawn in chests will require a new world. - Made the gizmo descriptions more precise in terms of effect strengths. -…Isle Goblin PlaytestGame update31 Aug 20264.1.25 - Major Bug FixFixed a big bug where you can't interact with stuff.Isle Goblin PlaytestGame update28 Aug 20264.1.24 - Bug FixesNON-BUGS - Made it so you can consume cactus juice - Reduced autosave lag in new worlds. Old worlds will still have a bit. - Item drops now don't appear as laggy in multiplayer if you're the client. - NPCs used to only appear on minimap if you've talked to them before and they're in town. Now the talking requirement is gone. - Added descriptions to more of the tools to add some variety - Added…