This thread is public but only reply to it if you have the skills needed to contribute something useful. Any posts that don't add anything to the thread will be deleted! The game is getting to a point where the speed is really killing us. We need to find ways of speeding up the game, and doing so within the next release or two. Lag causes players to give up and leave. We need to start attracting fans to play regularly. So the point of this thread is to discuss, collect, and action on ways we can actually speed up the game. Found a really slow part of the game? Post where it is and some ideas for improving it. Working on something to speed it up? Post about it an get feedback early. This is now top priority for all developers. Other work can continue, but you should be working together to get the game faster. Communicate, collaborate, contribute.... Here are some ideas/tickets to get things started. Finish developing the new path finder - http://trac.wildfire...com/ticket/1756 The new pathfinder is designed to be faster and give closer results between long range and short range path finding. CCmpRangeManager optimisation - http://trac.wildfire...com/ticket/1707 Implement an Octree - http://en.wikipedia.org/wiki/Octree Rewrite the AI base system in C++ - AI are very slow. From what I understand, several systems are implemented in JS when they would be much faster in C++, e.g. building placement needs to copy data from C++ to JS and then loop over the data. Move as much of the AI system to C++ for speed. If we keep the javascript AI system then a fairly simple improvement is to make the entity collection updates use the heirarchy of entity collections to save significant work. boost::unordered_map is potentially faster than std::map in some situations. This is now serializable so should be very easy to change (it won't even break multiplayer sync because it serializes as a std::map). I don't know if there are any situations currently where this would help though. (Except for CCmpRangeManager, but the proposal in the ticket is better for that). Here are things which could be done but hopefully won't need to be. This is just a list we can come back to near when we release if we still need to improve: Disable the ability to have arrows hit units other than the one they targetted, this would save looking up entities near to the arrows hit location.