Ok, which is faster?
Mikhail_Pomaskin
Creator of
Recent community posts
In this example, slowdown occurs when close to walls due to the placement of the "wall sprites". There are 181 rays and 181 "wall sprites". A "wall sprite" is "attached" to the end of each ray, therefore, when you come close to the wall, all the "wall sprites" are practically at the same point, since the rays "flow around" the obstacles that you create in the editor in 2D view.
i experimented with rays:
https://drive.google.com/file/d/1jJyTYdmz-OF-YaZR92Z7nWxZ6ngkFcKC/view )
And to create many sprites on one "base" i used "sprite points"
So far the best thing to do is to move the wall sprites where the player is looking with the help of "rays". And I also reduced the number of "bases" and wall sprites. There is an example of this optimization:
there are only ~ 700+ (wrong in the first time) bases and 720 wall sprites. Sorry for my English))