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Hi, thanks for the follow up. Do you think decoupling the AI and physics from unity's draw loop is possible to give you enough control to implement separating it into multiple threads? (physics/AI loop on a timer, influenced by the game speed setting, draw loop on maximum/vsync with some linear interpolation between physics frames) I don't have experience with Unity so I can't say for sure myself if this is possible

I wouldn't ask you to implement this right away since it's a lot of work, but using all of the CPU's cores seems like an important step for an evolutionary simulator that takes time to run and is bottlenecked by AI and heatmap calculations. just food for thought