> I just mean instead of creating all those sprites in grid positions and then picking them later, you could just set values in a 2d array and be able to access grids directly without picking. Its main con is it’s less visual than using sprites.
> Other than that the general logic should be the same. Updating only the parts that change instead of the whole thing is a decent idea to make it perform better.
> I don’t have much input about what may be amiss with your event logic though. It’s kind of a more hands on thing and I presently don’t have a whole lot of time for that.
I see... thanks for the response! Edit: after looking into it more it doesn't seem to be a performance issue anyway. I think my code is just busted.
Hmmm... okay, so the issue seems to be caused by multiple things:
1) I had it wait a seemingly insignificant time before calling the DrawLine function, but forgot that I set the time scale way lower since then. Making it wait 0 seconds makes the stuttering problem way better.
2) It actually does seem to partially be a performance thing. Lowering the time scale more helps a bit, but still doesn't completely eradicate the issue.
By now it doesn't seem to miss any points, but it can still stutter for a second. Good enough I suppose.