DevLog6: Refactor...


Today was a tough day… Refactoring the code.

To say, we identified the areas that consume the most “FPS”, unoptimized code, and improved them.

We’ve

  • indexed processes, instead of asking nodes for information we could already know.
  • precalculated positions, colors, and movements.
  • separated game layers and adjusted the Hz for each one.
  • cried.
  • removed useless mechanics.
  • cached areas.
  • replaced nodes with more optimized ones.
  • rate-limit wallpaper redraws, batch star draws, slow hub hide empty detail, cut per-frame churn in floaters, wallet stamps, neutrino hits…

Pheew

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