Ver. 1.3.6: New optimisations


This is a recommended performance update.

Revisions:

  • Short-circuited calculations for inactive modifiers.
    (Modifiers now more strictly have no effect when fully off. Let me know if that’s an issue!)
  • Short-circuited rule application for Characters with no applicable rules.
  • Base layer splitting is now optional (and OFF by default).
    When OFF, this further improves performance compared to all previous versions of this plugin, especially on Event-heavy Maps.

I found these after profiling for the previous issue. This takes care of all readily recognisable hotspots in the code.

There is still one more optimisation that may be possible, related to newUpdate, but it’s harder to profile so I’ll hold off on that for now. It doesn’t appear to be all too heavy currently unless a map has well upwards of 100 Events. Let me know if you run into issues in this regard.

Files

TS_Dynamic_Characters.js (MV+MZ) 286 kB
Version 1.3.6 15 days ago

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Comments

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(+1)

Very nice! I'm using it on a map with nearly 300 events and did notice a performance hit before, these sound like great improvements. I'll give it a go in the next few days and report back.

Please let me know if something like that happens 😅

This plugin here is expected to be a little heavier than my other ones (since its hooks run for each Character and -Sprite), but that still shouldn’t be noticeable unless there are VERY many Events on a Map or you have many rules that target many Events’ base image(s).

Had a few players take it for a spin now and no one has had performance trouble with this version. Very nice!