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Re:Graveyard Keeper: How the graphics effects are made by mmastrac on Thursday November 01, 2018 @04:45PM (#18358259)
This could _possibly_ be because Unity's scripting engine is Mono/C# which might not be optimal for doing large amounts of math in tight loops in this particular case.

100% supposition.

Re:Graveyard Keeper: How the graphics effects are made by clarry on Thursday November 01, 2018 @04:50PM (#18358305)
I mean, my point was that a few dozen light sources times a few hundred sprites isn't large amounts of math, unless they're doing something really fancy with each pair. Language speed definitely isn't key here. It's got to be something else.
Re:Graveyard Keeper: How the graphics effects are made by beetwenty on Thursday November 01, 2018 @05:12PM (#18358495)
Finding the nearest three light sources is the main bottleneck, and in scenarios with many lights, is highly dependent on having a broadphase algorithm to filter them out early. If they did it the naive way, the algorithm becomes O(number of sources * number of lit objects).

But that doesn't seem to be their concern here, either. Optimizing broadphase collision is a well-understood problem, and the scenario of finding the nearest is only slightly different from that.

Re:Graveyard Keeper: How the graphics effects are made by pjmlp on Friday November 02, 2018 @05:21AM (#18361630)
In more recent versions it is actually IL2CPP for most targets, and with the addition of former Insomiac devs, their C# subset (HPC#) has been taking a greater role on the engine.