GDQuest/godot-steering-ai-framework

Add parallelism for proximity behaviors

Razoric480 opened this issue · 0 comments

The current implementation of the proximity behaviors involves iterating over anyone who "fits the bill" of the proximity and then calling a callback on them to act upon the behavior as necessary.

Once it's out of the proximity's hands, the potential for a worker thread or two or more to substantially increase performance is significant, especially when there are a lot of agents.