Voir un historique complet de toutes les améliorations de performance dans Construct 3 depuis la première parution.

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Optimise object grouping on spritesheets according to their usage across layouts, which should reduce memory usage
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Avoid placing both very large and very small images on the same spritesheet, avoiding the case where loading a small image ends up loading a large unused image
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Optimise time spent building spritesheets for extreme cases (e.g. thousands of frames in one sprite)
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C3 runtime: improve performance when rendering lots of similar objects
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Adjust spritesheeting algorithm so animated objects are more likely to be moved to their own spritesheet, helping to reduce memory usage
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C3 runtime: optimise bounding box calculations for rotated objects
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Support for asynchronous WebGL shader compilation, helping games using lots of effects start up faster
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Reduce the memory overhead of the editor and C3 runtime, especially on systems with many CPU cores
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Improve performance of C3 debugger inspector
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C3 runtime: even faster Pathfinding, particularly with small cell sizes.
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C3 runtime: optimise creating and destroying large numbers of instances with behaviors
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Cloud save: now loads folders individually instead of the whole tree. Should improve load times for users with large numbers of files.
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C3 runtime: constant event variables now directly insert their value to compiled expressions instead of calling a getter function
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C3 runtime: small optimisation for running some object actions
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C3 runtime: optimise system/single-global conditions and actions
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C3 runtime: fix performance regression in destroying instances
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C3 runtime: new expression compiler to accelerate expression evaluation (+20-50% performance for intensive projects)
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Reduce the number of network requests when loading Google Drive file list
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Small GPU performance improvement to effects rendering in editor
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Improve the responsiveness of Cloud Save by caching cloud meta data for the length of the session (can be disabled in settings)