I have a FurGeneration()
script in my game; when run, it randomly generates individual oFur
objects in specified areas in the game's single Room. Each has a random depth and one of three sprites, and the script produces the impression of dense, layered fur. I've attached a screenshot.
At the moment, the script is working well, as I am using it on relatively small areas. However, my next challenge is to apply this across the single, 20,000 x 20,000 room of my game to produce a consistent field of fur.
My first attempt at this was to create a background sprite, a simple 1000x1000 grey square with its image_alpha
set to 0. These would be generated in rows across the entire space of the room, and then each one would have the FurGeneration()
script run on it to generate individual squares of fur flush with each other. I've applied this to one 'row' of my games' Room, and the game really slows down; it doesn't crash, but evidently there are just t0o many calculations going on at once.
My question is: is there a way to multi-thread in Gamemaker? Or does it already multi-thread, meaning that this plan is a foolish one? It would be interesting to hear your thoughts.
FurGeneration()
on that one instance, and then duplicate it across the Room when it's done? \$\endgroup\$ – Bonfire Dog Jun 15 '16 at 15:52