My game starts out with a massive worldbuilding step that takes a very long time. Most of the heavy work involves a C# implementation of Box2D. It feels like there must be some overhead running this code in Unity when it doesn't really need to (it doesn't use much of Unity's API). I was wondering if it would be worth implementing some big chunks of my code in a separate DLL? Would it being unmanaged C++ help much at all? I'm sure it would help at least some, but it's a big task and I'd like to know if I could expect orders-of-magnitude improvement.
Are there other tricks I can do?
Ideally I'd like the CPU to be firing on all cylinders. Is there any way I can max out my CPU during this step, or is that more of an OS specific thing?
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