Granger wrote:Leksar wrote:*posts a screenshot with 30fps*
30 FPS is, when stable at the number, perfectly fine for a game with the pace and control scheme of haven and hearth.
To be fair though, in 2020, a game like haven and hearth shouldn't be getting ''as low as'' 30 fps on most machines. (even the low end !!!! )
Java is definitely the bottleneck here.
Loftar should look into Data Oriented Design. It's essentially the same thing except using structs instead of classes.
And your functions aren't overloaded with data but instead look up data when called which is thousands times more efficient on a large scale application i.e video games
I don't know everything about it but i do know that if Loftar is serious about this project he should look into C++ (or comparable language) because i think java is seriously crippling the game (industry). Considering he already has experience with programming switching over to C++ will be ridiculously easy. Converting the game into a Data Oriented architecture won't be such a hard task either just a matter of reworking classes to become more efficient.
Loftar look into why OOP is bad (internet has exploded with videos explaining this)
It will seriously help performance looking into Data Oriented Design. Especially in conditions where many entities on screen + interactions are causing lag (there is no need for it)
You wouldn't even need to convert everything just most of the class structures, lol.

seriously dude look into it
no need to ditch vulkan either