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Doing some debugging. Looking for slow stuff. GREEN line shows each time a human searches for the nearest storage. Will optimizes someday (maybe). (getting around ~30fps with +800 humans) #madewithgodot #indiedev #GodotEngine
18,420 просмотров • 1 год назад •via X (Twitter)
Комментарии: 12

Look at using quad trees or spatial hashing for partitioning. Then have the storage broadcast their position to objects in the vicinity. 1:many check(batch) vs many:1 check(sequential)

AI-first pull request reviewer with context-aware feedback, line-by-line code suggestions, and real-time chat.

this is cool! love seeing just a ton of lads working away

(Game looks awesome btw well done!)

demo wen? looking gud🫡

Thanks! Got a demo here-

Something about the aesthetics is freaking me out and yet also really doing it for me. Weird.

this is looking so good!

really nice! what makes up a person's tasklist? does it evolve/change due to environmental or contextual changes?

They have to be assigned tasks, or they just idle around helplessly. For example, a human tasked with a tree, will cut it down and harvest all the wood dropped, then return to idle or to the next task if any. For farm buildings, they will farm forever (unless re-tasked).

is it on a grid. are there collisions

No grid or collisions/physics.
