Furiosa & Drunik
I've been tweaking the AI for a tactical game, trying to make the units smarter without adding extra CPU cost. Think you could spot where it still bites?
Yeah, I can take a look. Usually the slowdown comes from extra loops or branching that the AI does each tick. If you’re recalculating pathfinding for every unit, try caching routes or limiting the update frequency. Also keep an eye on those expensive distance checks—swap them for squared distances or pre‑computed grids. Send me the code and I’ll see where the choke is.