Game Optimization - Tower Defense - Buffers / Shared Tables - Astro Force Like Optimization

Hi there, I am trying to achieve a really good performance system between my client - server for my Tower Defense game. I am currently storing all the data about my enemies that will travel on the path inside a table.

I also have an additional table which I send so when I spawn an enemy unit it fires a remote event to the client to tell the client the server spawned an enemy unit, and then it adds to the client’s table of enemies (just adds an additional table into the already existing table which holds all the enemies) on the client.

Essentially, I used the techniques the Astro Force game talked about to reduce bandwith / CPU Usage and employed them in my game except the bit system.

Now my question is, Parallel LuaU now exists, there’s buffers too, shared tables as well.

Are these things which I could also use to massively improve on my performance?

Because taking a look at the Astro Force thread, the bit system implementation didn’t have such huge improvement on bandwith, sure it reduced by 50%, but I was wondering if instead I could use buffers or shared tables or things related to Parallel LuaU to improve my performance?

Maybe there’s actually no point in improving on performance anymore? What do you think? Any help and suggestions are appreciated.

Thank you.

Personally, I think that if the game already runs well enough, then there’s no point to causing more harm to yourself having to deal with complex networking all for a mild performance gain.
Players won’t notice a difference if the game runs fast enough already, and if you stress yourself too much to write simple tasks, eventually you’ll just give up on working on the game.

I’d like to hear a different take, though. Perhaps there’s more to it than I think.

2 Likes

I’m still open to other ideas, maybe there’s tips on how I can use parallel lua to improve my performance?