I want this game to be as spectacular as possible as the whole theme of my game is the beauty of chaos.
This has led to the issue of optimisation though, im aiming for a nice 30 fps but i have only been able to get to 13 fps.
I’ve gone through some community resources and have already disabled canTouch and castShadow.
The entire thing as randomly generated, 2000 spheres, about 1000 lines which connect the spheres and 1000 cubes (note that everything has a random size).
I have everything in a function that i call in for loops as seen below.
for i = 1, 2000 do
CreateStar()
end
for i, Star in workspace.Map.Stars:GetChildren() do -- 1 in 10 chance for a sphere to connect
CreateLine(Star)
end
for i = 1, 1000 do
CreateCubeFrame()
end
You could add a short wield for every iteration to put less strain on your device. I am assuming the lines you’re talking about are “Beam” objects that connect the “stars”, if not then I would definitely do that.
Not sure what your exact goal is, but what I would do if I were you, is to get rid of 3D parts altogether, and to make every star an Attachment parented to Terrain, then use BillboardGui’s or ParticleEmitters within the Attachments to give the stars 2D shapes. This would be laggy too, but perhaps not as bad as having 4000 parts.