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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 次观看 • 1 年前 •via X (Twitter)

12 条评论

Rest Here 的头像
Rest Here1 年前

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 的头像
CodeRabbit1 年前

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

Calder Moore 的头像
Calder Moore1 年前

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

Rest Here 的头像
Rest Here1 年前

(Game looks awesome btw well done!)

kfant 的头像
kfant1 年前

demo wen? looking gud🫡

cwisbg 的头像
cwisbg1 年前

Thanks! Got a demo here-

I Love Bees 的头像
I Love Bees1 年前

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

Nic Barker 的头像
Nic Barker1 年前

this is looking so good!

dynamica.org 的头像
dynamica.org1 年前

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

cwisbg 的头像
cwisbg1 年前

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 的头像
wegfawefgawefg1 年前

is it on a grid. are there collisions

cwisbg 的头像
cwisbg1 年前

No grid or collisions/physics.

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