Starting 2025 by Optimizing Game Performance | Weekly Update #15

Welcome to the new year, everyone! I hope you had a good start to 2025.

Here, the year is off to a productive beginning – my New Year’s Resolution is to throw myself into work and at least get a playable demo together and into people’s hands to gather feedback – very exciting 😁

Our AI’s are already hard at work at their New Year resolutions as well 😉

On the programming side, I am looking into some optimization and have managed to make some significant wins already—saving ~1 ms of game thread frame time on my high-end PC!

Here is one example of optimizing the AIInteraction code, taking it from about ~1ms (milliseconds) down to about ~108µs (microseconds) in the worst case I recorded.

Attacking that low hanging fruit is just always so satisfying – like a runner’s high for coders 😄.

I am planning to write a quick start guide on how to profile things quickly in Unreal Engine 5 – keep an eye out if you are interested in that kind of thing.

I also fixed a bug with our little tourists running out of things to do because they kept remembering what they had already done for way too long and refused to repeat themselves.
They still must be in their 20s; otherwise, that wouldn’t have been a problem for sure. 😉

But long story short, one of the biggest focus points in this first week of the year was making things go faster so more people would be able to run it in the end 😊.

Oh! I also gave my fish the zoomies! … For very serious programming reasons, I promise 😄.
Setting up Splines that the fish follow is fairly lightweight in performance and allowed me to save a chunk of frame time as well.
All to add a little life to your village’s pond.

And that’s that for this week – hope to see you again next week 🌈☺️️. Also don’t forget to check out my Bluesky profile for more sneak peaks and updates.

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