Create a Swarm/Mob/Flock/etc system for managing large amounts of entities
> [!IMPORTANT] > This proposal [has been locked](https://github.com/godotengine/godot-proposals/issues/2380#issuecomment-3883511942) as it does not make any concrete suggestions for the feature being described. Please continue discussion in the new [Swarm/Mob/Flock/etc megathread](https://github.com/godotengine/godot-proposals/discussions/14198), as well as the [Swarm/Mob/Flock/etc experiments project](https://github.com/godotengine/godot-proposals/discussions/14199). ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Godot is designed to be easy to use as first priority. The Scene system in Godot (Scene and Nodes) are designed for maximum flexibility as well as simplicity. This works great in most cases. In some situations, however, this can be too much when dealing with very large amount of objects (passing the thousands, or dozens of thousands). While in most cases this is not a common case, some situations require large amounts of elements to be processed, such as: * Projectiles (bullet hells as an example) * Units (certain types of games, such some type of strategy, or city builders) require large amount of units moving around. * Flocks /Swarms/ Mobs * Debris * More complex CPU particles than what supported by the CPUParticles. * Etc. These situations have different requirements than what you often find in most games, as they consist of large amounts of simple entities, rather than smaller amoun
Posted by reduz on Feb 28, 2021, 5:16 PM
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[Meta] Feedback on granular control over Copilot changes
unexpected status 401 Unauthorized issue
[MODEL] Measurable quality regression in Claude generation 5 (Fable 5 / Opus 5 / Sonnet 5): worse nonsense detection, ~2x verbosity, under-disclosed model fallb
[CRITICAL] Subagent spawning and subagent pattern bugs trigger infinite recursion, infinite token usage, grossly inefficient token usage, and lost accumulated s
Video stops playing after some minutes
[MODEL] Claude verbose code comments by default — ignores instructions to stop.
Scope Codex VS Code chats to the current workspace/project
Update on "Co-authored-by: Copilot" in commit messages
Create a Swarm/Mob/Flock/etc system for managing large amounts of entities
> [!IMPORTANT] > This proposal [has been locked](https://github.com/godotengine/godot-proposals/issues/2380#issuecomment-3883511942) as it does not make any concrete suggestions for the feature being described. Please continue discussion in the new [Swarm/Mob/Flock/etc megathread](https://github.com/godotengine/godot-proposals/discussions/14198), as well as the [Swarm/Mob/Flock/etc experiments project](https://github.com/godotengine/godot-proposals/discussions/14199). ### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project Godot is designed to be easy to use as first priority. The Scene system in Godot (Scene and Nodes) are designed for maximum flexibility as well as simplicity. This works great in most cases. In some situations, however, this can be too much when dealing with very large amount of objects (passing the thousands, or dozens of thousands). While in most cases this is not a common case, some situations require large amounts of elements to be processed, such as: * Projectiles (bullet hells as an example) * Units (certain types of games, such some type of strategy, or city builders) require large amount of units moving around. * Flocks /Swarms/ Mobs * Debris * More complex CPU particles than what supported by the CPUParticles. * Etc. These situations have different requirements than what you often find in most games, as they consist of large amounts of simple entities, rather than smaller amoun
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