Discuss Scratch
- Discussion Forums
- » Advanced Topics
- » Geometry Dash Explanation
- TurtleDSR
-
30 posts
Geometry Dash Explanation
Here is where I explain all of the optimisations I used to create GD recreation.
#1. Screen Culling:
At the beginning of every tick I loop through all tiles and check if they would show on screen and only render those. This speeds up the project a lot because Scratch is a lot faster at doing math than rendering objects.
#2. Collision Culling:
In the same loop as screen culling I also check if its in an even smaller region around the player. I only check for collisions on those objects.
#3. Stamping:
Instead of using clones for rendering I use stamping. This is a lot faster because it does not need to be controlled by a broadcast, which runs pretty slow, and can instead all be run in a single loop every tick.
#1. Screen Culling:
At the beginning of every tick I loop through all tiles and check if they would show on screen and only render those. This speeds up the project a lot because Scratch is a lot faster at doing math than rendering objects.
#2. Collision Culling:
In the same loop as screen culling I also check if its in an even smaller region around the player. I only check for collisions on those objects.
#3. Stamping:
Instead of using clones for rendering I use stamping. This is a lot faster because it does not need to be controlled by a broadcast, which runs pretty slow, and can instead all be run in a single loop every tick.
- Discussion Forums
- » Advanced Topics
-
» Geometry Dash Explanation