Hello NamelessPFK...
in my modest computer Chunks are never taking more than 4%... world1 and raytrace takes most of the CPU...
So I do not understand exactly what you are facing...
nevertheless and regarding to this "chunks" I got a question for you: its there any reason to have as many as "sector" as separate 67 objects?
I suppose you need it to detect when it´s created as you use "on create" ... but this is unnecessary
you can use "on created" followed by a wait 0 (to wait to next tick) and then pick the one you need... by doing this you can simplify your code a lot and save some video memory (as same object will not be as heavy as 67)
example here...
https://prnt.sc/tm8e1t
Hi!
I checked your example and made some sorta my interpretation of it.
Now instead of 64-67 separate objects with 5 boleans each I made one object cloned it 64 times and gave separate id's and single bolean for checking that everything is spawned. It kinda boosted performance and event sheet become unreadable mess but its like 1/3 of size and I was shocked by performance of some machines.
Ryzen 5 3600: Stable 60 with drop here and there
Ryzen 3 1200: Same as 3600
Phenom II x6 1045: 48-60 it drops when there are more than 1000 objects
i5 5200u: Similar to Phenom but with biger drops
i5 4200u: 19-30 perhaps due being single channel memeory (Thinkpad x240)
Core2 Duo T9400: Somewhat unstable either 8-25 or 19-30
So it runs better but still I need find way to make it run on Core 2 duo because game is looking like it should run on this hardware. Annyway thanks for help.