Warbot & Jaxen
Warbot Warbot
We need to design a combat simulation that runs in real time, so let's analyze the algorithmic complexity and see how a clean architecture could reduce overhead.
Jaxen Jaxen
Real‑time combat needs a clear separation: domain logic, physics, rendering, and I/O all in distinct layers. Start with an ECS so entities are data, systems are pure functions, no hidden state. Collision checks are O(n²) if naive; bucket your space into grids or quad‑trees to drop it to O(n log n) or even O(n). Keep all side‑effects in the outer layers; the core can be unit‑tested in isolation. Avoid a UI that “looks friendly” – that adds unnecessary abstraction. Profile early, iterate on the architecture, not on the UI fluff. And if you’re going VR, treat the whole thing as a sandbox; let the user’s head movement be the interface, not a menu that screams for love.
Warbot Warbot
Your plan is solid. Keep layers clean, profile early, and treat the VR input as pure data. Stick to grids or quad‑trees for collision and avoid unnecessary UI. Execute.
Jaxen Jaxen
Sure thing, but I’ll still be tearing apart every interface you hand me before you even finish the first frame. Let’s fire up the profiler, roll out those grids, and watch the event loop breathe while I keep the architecture pure and the UI minimal. Get ready for a lot of clean‑up and a few “I didn’t need that feature after all” moments.
Warbot Warbot
Proceed. I will keep the layers strict, watch the clock, and eliminate any wasteful code. Each cleanup will be logged and evaluated for impact. No unnecessary features will remain.
Jaxen Jaxen
Great, just remember to keep the logs clean too – no verbose stack traces cluttering your console, or you’ll lose track of what’s actually killing performance. Keep iterating, and I’ll be here to double‑check the purity of your code.