I’m used to game engines having some kind of built-in cpu/ram/resource monitors. This is my list so far from scrounging across the docs:
–solar2D API
display.fps --won’t game just slowdown w/o changing this number if default locked 60fps? how to quantify slowdown?
display.currentStage.numChildren --ttl objects ingame
for k,v in pairs(_G) do prints(“key”,k,“value”,v) end --check what globals exist
display.setDrawMode() --toggle wireframe on/off for collision/etc tests
What else am I missing or supposed to be using? My understanding of the livebuilds feature is it’s for polishing across mobile platform differences (I’m on windows and just interested in web/desktop). The only thing I can think of is just the cpu/ram of the simulator listed under task manager…is that an effective metric to test the efficacy of 1 version of code/game vs another? And can I do it with the simulator instead of building? In pico8 I could easily test the performance differences between singular things like ‘which loop type runs faster’ or ‘what type of layering algorithm won’t useup half the cpu limits’. Lua optimization guides are always useful (I read the ones on the site, try ) but not enough. A lot of algorithms have very small margins as to when one is better than the other, requiring ram/cpu/resource stats to figureout.
The most pressing thing I want to test is the efficacy of a game outline using eventListeners vs Gameloop vs Gameloop+clearscreen. Any unmentioned ideas how to do that would be great.