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I was able to track back some orphaned nodes that weren't getting cleaned up when they should of been and fixed it. I additionally capped the FPS and removed assets from physics layers they didn't need to be on to reduce physics calculation overheads. I'm going to try and optimize the physics calculations for the enemy AI further and see if I can and make sure that off screen assets aren't being rendered to further help, after that all I can do is cap the spawn rates but it's designed to scale exponentially so that would be unfortunate to do.