So in my game Sword and Staff, there's an overworld which even on the smallest size has a few thousand objects on it (trees, rocks, animals, etc). In order to navigate the world, I'm using instance_deactivate_all() and instance_activate_region(). However, these functions are so slow that they can't be used each step when this many instances are in the room. Instead, I've resorted to a Legend of Zelda-esque screen transition where the view is stationary until you touch the edge, and then the game activates the instances in the next area and slides to the next screen. My question is, is there any alternative to this? I'd really like to allow a view that follows the player smoothly, but I can't figure out a way to do this without using the "activate" functions. I'd be grateful for any input you have!