#Laggy drawing game

1 messages · Page 1 of 1 (latest)

high dragon
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So for context, I am using a Scaled Vector Drawing System based on UI Frames.
I take the mouse input and turn it into Relative Coordinates (from 0 to 1) so the drawing looks the same on all screen sizes.
For rendering I connect two points by instancing a Frame and I rotate it with math.atan2 and set its length using the .Magnitude of the distance.
I also place a square Frame at every point and use a UICorner (CornerRadius 1,0 so its a circle).
Every stroke is a table containing the color, size, and a list of Vector2 points. I store this because I have to save the drawings in some way and show it to other players. But the drawings turn out snappy and shorta sharp when other players see it? Like the ends of strokes are square-like.

But thing is, after too many strokes the drawing gets reallyyy laggy and it's frustrating me so much. My question is: what other way should I set up this system?? The game I'm working on is similar to other Roblox drawing games like Draw me and Speed draw.
I'm trying to optimize this system for the possibility of using layers/eyedropping later, but right now I'm just tryna get the basics to work.

tough owl
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use editableimage instead of millions of frames

spark dawnBOT
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studio** You are now Level 63! **studio

high dragon
tough owl
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editableimage does not replicate so you have to send draw commands or the data yourself

high dragon
high dragon
tough owl
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hehe yeah you need id for it

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whatever you decide to do, you need to hit 2 goals; 1. less uiframes, and 2. less iterations through ui frames, that means never loop through all the frames

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bunch of different ways to do both

high dragon
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thanks again Thumbs