
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 'Systems' 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.

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

Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.

The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.

One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.

Three behaviour axes, habits that form through repetition, and relationships that build slowly: how each Luminid decided what to do in early 2026.