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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 views • 1 year ago •via X (Twitter)

12 Comments

Rest Here's profile picture
Rest Here1 year ago

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)

CodeRabbit's profile picture
CodeRabbit1 year ago

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

Calder Moore's profile picture
Calder Moore1 year ago

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

Rest Here's profile picture
Rest Here1 year ago

(Game looks awesome btw well done!)

kfant's profile picture
kfant1 year ago

demo wen? looking gud🫡

cwisbg's profile picture
cwisbg1 year ago

Thanks! Got a demo here-

I Love Bees's profile picture
I Love Bees1 year ago

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

Nic Barker's profile picture
Nic Barker1 year ago

this is looking so good!

dynamica.org's profile picture
dynamica.org1 year ago

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

cwisbg's profile picture
cwisbg1 year ago

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).

wegfawefgawefg's profile picture
wegfawefgawefg1 year ago

is it on a grid. are there collisions

cwisbg's profile picture
cwisbg1 year ago

No grid or collisions/physics.

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