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- greenrid
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40 posts
What is a good way to optimize large projects?
I don't even know if this is the right forum for this, but I guess it's worth a shot.
So, I'm currently working on a very large Scratch project that uses a lot of code. Currently, I'm in the process of optimizing any code that I can, compacting any similar code chains together into one, and using the basic techniques to optimize. However, the problem with the project is that running the project using Chrome uses way too much RAM to be ran on lower end devices. Currently, I have around 10700 blocks and over 1000 assets (This is why I'm here!), which is making it take an average of 5 GB even when I'm not editing any code.
My goal is to get it to use a small enough RAM to be ran on something like a Chromebook, but I don't want to show any code as I want to keep the project a secret until release. I could give some clips of code if needed! Is it possible?
So, I'm currently working on a very large Scratch project that uses a lot of code. Currently, I'm in the process of optimizing any code that I can, compacting any similar code chains together into one, and using the basic techniques to optimize. However, the problem with the project is that running the project using Chrome uses way too much RAM to be ran on lower end devices. Currently, I have around 10700 blocks and over 1000 assets (This is why I'm here!), which is making it take an average of 5 GB even when I'm not editing any code.
My goal is to get it to use a small enough RAM to be ran on something like a Chromebook, but I don't want to show any code as I want to keep the project a secret until release. I could give some clips of code if needed! Is it possible?
- CST1229
-
1000+ posts
What is a good way to optimize large projects?
I think most of the RAM when running a project is actually used on assets (especially sounds, but also stuff like vector costumes that are converted to many uncompressed sized bitmaps depending on what scales they're displayed at)
- greenrid
-
40 posts
What is a good way to optimize large projects?
I think most of the RAM when running a project is actually used on assets (especially sounds, but also stuff like vector costumes that are converted to many uncompressed sized bitmaps depending on what scales they're displayed at)
This does make sense. there is a LOT of normal vector art and stereo unedited sound in the game, but I don't know how to optimize the art and sound without making things look and sound ugly. I tried to split songs into 2 for better chances of the sound loading on Chromebooks (there's another glitch that makes large audio files not play on lower end devices, like Chromebooks!), but that could be making the problem worse?
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