
One Line of Godot Cost Us a Second Per Frame
A recursive node search in the thinking loop, a physics engine we were not running, and a face that only existed near the wrong camera.
Browse all posts tagged with 'Behind the Scenes' in our Luminids development blog.

A recursive node search in the thinking loop, a physics engine we were not running, and a face that only existed near the wrong camera.

We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.

Deleting the behaviour tree, giving a luminid's life a beginning and an end, and building the ceremony that notices when you walk up.

Past the behaviour model: giving the Luminids moods, bonds, and a reason to look back at you.

Tearing the building tools down to one clean idea, so a homestead is something you shape instead of something you fight.

Rebuilding one of the hardest systems in Luminids until it finally felt calm, readable, and alive.