The sim reached 2000+ entities after fixing major performance issues.
Last night, we optimized sensors and AI updates β and the simulation is now stable at 7000+ autonomous entities running at once.
Thousands of creatures aging, eating, reproducing, and evolving in real time.
Today was a massive step forward for the evolution simulation.
We built AI behavior, performance scaling, ecosystem balancing, and UI.
Originially running into performance issues around 700 entities, we ended with a stable build handling 2000+ entities with much smoother FPS.
@samyam_youtube Truer words have never been spoken.
I struggled for probably 10+ years, On and off with large scale projects.
Start small and build upon the game as it grows. Who knows if youβre going to want to work on the same game in a year from now?
Hey #indiedev, π Is it still acceptable to use player prefs to save game data? Or should I be moving onto JSON/ binary formatters?
Asking for a friend. π«£
@OldSchoolRS As much as we all want osrs to stay the osrs we all grew up with. It needs to evolve and change to bring a new player base and keep the old ones happy. Think if osrs never changed and was the same as it was in 04. None of us would still be playing. Just saying π€·ββοΈ
@Mini_Giants Try attaching an empty gameobject to the object the player pushes, have the collisions handled by the parent and the audio handled by the child (the new empty game object).
Hope it helps.