My current project is a shmup, leaning more towards the 'bullet hell' type - i.e. emphasis on dense patterns of bullets. Naturally, this leads to issues with processing demands, though this seemed to happen sooner than I would've hoped - in my test build thus far, the lag becomes noticeable as early as spawning two moderately sized enemies. I've tried to shift some code around to avoid calling functions constantly when I don't need to (i.e. get/setVelocity() on a bullet that's not going to be changing in velocity) but I don't know how much simpler I can make the scripts. Any general tips/advice for cutting the lag further? If it's this bad here, then where I'm going with it would end up being a nightmare...