ID:1267056
 
I'm having problems with lag at any point in time where there are lots of mobs moving at once while using Pixel Movement
I have heavily modified the system, and I'm not sure if it is lagging due to changes I made, or if the system simply cannot handle large numbers of mobs (it begins to lag at 30+, becomes unusable after 50+)
None of the mobs are using complex path finding - In fact, they are moving in straight lines until they bump into something, and then turning.
Now, assuming it is due to modifications I have made, what procedure is the most likely culprit?

[edit] I guess it's worth noting that movement only subtly slows down during this lagged period - The mobs continue to move, only slightly slower than before. Mouse procedures, however, take a long time (8-10 seconds sometimes) to process.
Sounds like you are using a sleep procedure somewhere instead of a spawn proc. Would explain why the pathfinding is only slowing a bit, but the mouse takes longer which could be because of the sleep proc holding up the mouse event from triggering.
I noted some bugs when using move_to() instead of move_towards(). Running on maps with 60~ active units, move_to() would cause problems in certain circumstances when players enter/exit a given z-level.

I haven't narrowed down the problem code, but you could potentially use move_towards() as a temporary fix.
I'm not even using move_to() - Just assigning a velocity, and when they bump into things, re-assigning velocities.