So I was play testing my project and noticed when creating a large object, the CPU usually jumps up by like 20 for an object that is 128x128 and the game freezes for a second or two.
The thing is, I've seen other projects creating even larger objects and showing no signs of a slowdown of the game. An example being here. If you'd like you can skip to 00:50(blast around 256x256) or 2:38(aura around 128x500?) for a good examples.
After I saw the video, I started to get slightly confused. How are such large objects being created yet no lag and no momentary slowdown? Along with that, there are pretty great particle and flaring fire effects which also look pretty CPU consuming?
Any ideas on how all this is being done without any drawbacks?
It lags because Dream Seeker doesn't use hardware.