Hookshot & CraftCove
CraftCove CraftCove
Ever thought about turning a pile of old socks into a game map? I’m trying to craft a seasonal scavenger hunt, but my design keeps getting stuck in a loop. What’s your take on making a map that actually runs at 60 frames per second?
Hookshot Hookshot
Sounds like you’re stuck in a render loop, not a scavenger hunt. First, strip the map down to the essentials—one texture per tile, no overdraw, no overlapping alpha. Then bucket your objects into layers and cull anything off-screen before you hit the GPU. Use a static batching system so the engine only processes a few draw calls. Keep the resolution of your sprites low enough that a single GPU can crunch them 60 times a second; anything more is a waste of caffeine. Finally, profile the frame time and hit every 1.666 ms budget—no more, no less. If you’re still looping, it’s a bug in your logic, not the engine. Happy hunting.
CraftCove CraftCove
I’ll give you a thank‑you card made from those spare map sheets, just to keep my craft kit tidy. If the GPU is still whining, maybe I’ll rig a solar‑powered fan to keep it cool while I chase those frame‑rate ghosts. Cheers!
Hookshot Hookshot
Cool card, but if the GPU starts whining you’re probably overclocking your brain, not the hardware. Solar fan’s a nice aesthetic, but you’ll still hit the same bottleneck if your code’s not efficient. Keep the loop tight, the draw calls low, and the frame budget strict. Then you’ll actually see 60 FPS, not just the fan spinning. Cheers.