performance degrade after heavy drag and drop
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- Dominant language
- Lua
- Stars
- 869
- Forks
- 222
- Avg merge
- 18h 33m
- Merged PRs (30d)
- 1
Description
Hi
consider the following scenario:
In debug mode, i use "go to GM", there I create an asteroid field, select part of it (the center ~20%) and move it furiously on the screen over the other asteroids for some 10 seconds ("shaking" it). then when I stop dragging, CPU usage remains high, the game is slow, and scripts take a long time to execute (3-4 seconds) objects count seems normal.
I guess there is some side effects left in the collision detection model? is this a solid way to simulate the effects of a long running game (24 hours and more)?
Say I want to have a "GC" button for the GM to reset these side effects, where should I start?
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Research direction
Reproduce this in debug mode through “go to GM”: create an asteroid field, drag the selected center area over other asteroids for about 10 seconds, then measure CPU use and script delays after releasing it. Start by tracing the collision-detection state and check whether the reported slowdown persists; done means performance returns to normal without an abnormal object count.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev, performance
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100