Not including conditions that involve loops, since those VERY OBVIOUSLY lag games made in this engine...
I'm wanting to ask if you can have so many conditions on a single event that it can cause it to start lagging a bit.
If no, then good to hear. If yes... was wondering if someone can point me in the right direction on how to make more optimized events.
As far as I know the overhead is the same as with regular Javascript. The exporter does a fabulous job at that.
A small caveat: using the layout debugger causes more overhead.
Concerning loops:
Loops actually run pretty frigging amazing with cs3.
It's all in the application.
If you have tons of objects and loop through it to change one or two instances, you should have gone with picking.
Or with loops, not needing to run every tick, gain huge performance increase when running it only like once every second, or every 10th of a second.
There are manny ways to optimize or use a different approach that perhaps only uses a fraction of performance from how you tried to achieve it previously.