13 Commits

Author SHA1 Message Date
7f31c8c3d5 WiP: chunk overdraw fix 2025-04-18 01:11:10 +02:00
882a12862e updated to 4.4 2025-04-17 20:26:56 +02:00
5045b4421e fixed inactivity timer 2025-04-17 20:21:24 +02:00
71db6513f2 improved handling of colors
improved debug colors
refactoring
2024-12-21 23:04:01 +01:00
4e6b1d642c fixed collection access/modification 2024-12-21 15:08:55 +01:00
8ebaa9e987 fixed elements not simulating
updated to godot 4.3
2024-12-21 15:05:54 +01:00
383e1343ef WiP: deactivated array elements 2024-11-03 14:56:07 +01:00
d1dac0b855 added simple activeElements list 2024-10-27 14:44:14 +01:00
34aee98a6a added benchmark function
added .txt for benchmark results
fixed generating level message
2024-10-27 14:43:21 +01:00
bb2f498ac5 re-enabled rain 2024-10-27 13:53:49 +01:00
7388e1a2d7 fixed inactive elements when spawning with brush 2024-08-25 19:03:40 +02:00
2d38774341 fixed elements crossing chunk borders 2024-08-25 18:45:54 +02:00
8c3f7c2964 code cleanup 2024-08-25 18:45:38 +02:00
25 changed files with 336 additions and 130 deletions

View File

@@ -1,6 +1,9 @@
<Project Sdk="Godot.NET.Sdk/4.2.2">
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
</PropertyGroup>
<ItemGroup>
<Content Include="benchmark.txt" />
</ItemGroup>
</Project>

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@@ -2,7 +2,8 @@ using Godot;
public partial class FPSLabel : Label
{
bool ShowFPS = true;
[Export]
public bool ShowFPS = true;
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta) {

1
Scenes/FPSLabel.cs.uid Normal file
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@@ -0,0 +1 @@
uid://d3cbk8f7lckbr

20
Scenes/PerfDetails.cs Normal file
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@@ -0,0 +1,20 @@
using FOU.Scripts;
using Godot;
public partial class PerfDetails : Label
{
[Export]
public bool ShowDetails = true;
public override void _Process(double delta)
{
Text = "";
if (!ShowDetails) return;
int activeElements = 0;
foreach (Chunk c in Main.Instance.Level.GetChunks())
activeElements += c.ActiveElementsCount();
Text += $"Active Elements: {activeElements}";
}
}

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@@ -0,0 +1 @@
uid://52grhydeyy0t

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@@ -0,0 +1 @@
uid://dxmkbb5f1t368

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@@ -1,14 +1,15 @@
[gd_scene load_steps=4 format=3 uid="uid://cf34vk5r055dx"]
[gd_scene load_steps=5 format=3 uid="uid://cf34vk5r055dx"]
[ext_resource type="Script" path="res://Scripts/Main.cs" id="1_k1i8e"]
[ext_resource type="Script" path="res://Scenes/FPSLabel.cs" id="2_8cb7y"]
[ext_resource type="Script" path="res://Scenes/SettingsController.cs" id="3_a4w6m"]
[ext_resource type="Script" uid="uid://cmvvubxfvdca7" path="res://Scripts/Main.cs" id="1_k1i8e"]
[ext_resource type="Script" uid="uid://d3cbk8f7lckbr" path="res://Scenes/FPSLabel.cs" id="2_8cb7y"]
[ext_resource type="Script" uid="uid://dxmkbb5f1t368" path="res://Scenes/SettingsController.cs" id="3_a4w6m"]
[ext_resource type="Script" uid="uid://52grhydeyy0t" path="res://Scenes/PerfDetails.cs" id="3_u2p48"]
[node name="Main" type="Node2D"]
script = ExtResource("1_k1i8e")
BrushSize = 0
TextureResolution = 0.25
RainAmount = 5.0
DebugVisualization = true
BrushSize = 2
RainAmount = 1.0
[node name="CanvasLayer" type="CanvasLayer" parent="."]
@@ -34,6 +35,15 @@ text = "FPS: 0
"
script = ExtResource("2_8cb7y")
[node name="PerfDetails" type="Label" parent="CanvasLayer/TopUI"]
layout_mode = 0
offset_top = 30.0
offset_right = 76.0
offset_bottom = 67.0
theme_override_font_sizes/font_size = 10
text = "Active Elements: 0"
script = ExtResource("3_u2p48")
[node name="Settings" type="VBoxContainer" parent="CanvasLayer/TopUI"]
layout_mode = 1
anchors_preset = 1

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@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using FOU.Scripts.Elements;
using Godot;
@@ -6,6 +7,7 @@ namespace FOU.Scripts;
public class Chunk {
public Element[,] Elements;
public int Index = -1;
public Chunk NeighborN = null;
public Chunk NeighborE = null;
public Chunk NeighborS = null;
@@ -14,62 +16,78 @@ public class Chunk {
private readonly Image image;
private readonly int sizeX;
private readonly int sizeY;
private int frame;
private Chunk _this;
public Chunk(int x, int y) {
_this = this;
private readonly HashSet<Element> activeElements;
private readonly HashSet<Element> toAddElements = new();
private readonly HashSet<Element> toRemoveElements = new();
public Chunk(int x, int y, int index) {
Index = index;
sizeX = x;
sizeY = y;
Elements = new Element[x, y];
for (int i = 0; i < sizeX; i++) {
for (int j = 0; j < sizeY; j++) {
Elements[i,j] = new Element(i, j, _this);
Elements[i,j] = new Element(i, j, this);
}
}
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
activeElements = new HashSet<Element>(sizeX * sizeY);
image = Image.CreateEmpty(sizeX, sizeY, false, Image.Format.Rgb8);
image.Fill(Colors.Black);
}
public void Update() {
for (int x = 0; x < sizeX; x++) {
for (int y = 0; y < sizeY; y++) {
if (Elements[x,y] != null)
Elements[x,y].Update(frame);
foreach (Element e in activeElements)
e.Update();
// apply changes:
if (toRemoveElements.Count > 0) {
foreach (Element removeElement in toRemoveElements) {
activeElements.Remove(removeElement);
removeElement.ResetColor();
}
}
frame++;
// TODO: enable rain again
// MakeItRain(_main.RainAmount);
toRemoveElements.Clear();
}
public void WritePixel<T>(int x, int y, int size) {
int halfsize = size/2;
if (toAddElements.Count > 0) {
foreach (Element addElement in toAddElements) {
activeElements.Add(addElement);
addElement.SetDebugColor(Colors.Green);
}
toAddElements.Clear();
}
}
public void SetElementActive(Element e, bool active) {
if (e.GetType() == typeof(Element) && active) return;
if (active) AddToChunk(e);
else RemoveFromChunk(e);
}
public void WritePixel<T>(int x, int y) {
if (x < 0 || x >= sizeX || y < 0 || y >= sizeY) {
GD.PrintErr($"Out of bounds for chunk: {x}:{y}");
return;
}
Type type = typeof(T);
object o = Activator.CreateInstance(type, x, y, this);
for (int i = -halfsize; i <= halfsize; i++) {
for (int j = -halfsize; j <= halfsize; j++) {
int X = Mathf.Clamp(x + i, 0, sizeX-1);
int Y = Mathf.Clamp(y + j, 0, sizeY-1);
object o = Activator.CreateInstance(type, X, Y, _this);
if (Elements[X,Y].GetType() != type)
Elements[X,Y] = o as Element;
}
}
// check if not empty:
if (Elements[x,y].GetType() != typeof(Element)) {
return;
}
public Image DrawLevel() {
for (int x = 0; x < sizeX; x++) {
for (int y = 0; y < sizeY; y++) {
image.SetPixel(x,y, Elements[x,y].Color);
Elements[x, y].Chunk.RemoveFromChunk(Elements[x, y]);
Elements[x, y] = o as Element;
Elements[x, y].Active = true;
}
}
return image;
public int ActiveElementsCount() {
return activeElements.Count;
}
public void Swap(Element what, Vector2I pos) {
@@ -77,19 +95,27 @@ public class Chunk {
}
public Element Get(Vector2I pos) {
if (pos.Y < 0)
if (NeighborN != null) return NeighborN.Get(pos.X, NeighborN.sizeY + pos.Y);
Element e = null;
if (pos.Y >= sizeY)
if (NeighborS != null) return NeighborS.Get(pos.X, sizeY - pos.Y);
if (pos.Y < 0) {
if (NeighborN != null)
e = NeighborN.Get(pos.X, NeighborN.sizeY + pos.Y);
if (pos.X < 0)
if (NeighborE != null) return NeighborE.Get(NeighborE.sizeX + pos.X, pos.Y);
} else if (pos.Y >= sizeY) {
if (NeighborS != null)
e = NeighborS.Get(pos.X, sizeY - pos.Y);
if (pos.X >= sizeX)
if (NeighborW != null) return NeighborW.Get(sizeX - pos.X, pos.Y);
} else if (pos.X < 0) {
if (NeighborE != null)
e = NeighborE.Get(NeighborE.sizeX + pos.X, pos.Y);
return Get(pos.X, pos.Y);
} else if (pos.X >= sizeX) {
if (NeighborW != null)
e = NeighborW.Get(sizeX - pos.X, pos.Y);
} else e = Get(pos.X, pos.Y);
return e;
}
private Element Get(int x, int y) {
@@ -104,25 +130,41 @@ public class Chunk {
}
private void Swap(Element what, Element swapTo) {
Element swap = new Element(what);
if (what == null || swapTo == null) {
GD.PrintErr("Trying to swap null");
return;
}
GD.Print($"Swap: {what} -> {swapTo}");
if (swapTo.Position.Y == 0) GD.Print($"");
if (what.Chunk != swapTo.Chunk) {
what.Chunk.RemoveFromChunk(what);
swapTo.Chunk.AddToChunk(what);
}
if (what == null || swapTo == null) return;
Element temp = new Element(what);
what.Position = swapTo.Position;
what.Chunk = swapTo.Chunk;
Elements[swapTo.Position.X, swapTo.Position.Y] = what;
swapTo.Position = swap.Position;
swapTo.Chunk = swap.Chunk;
Elements[swap.Position.X, swap.Position.Y] = swapTo;
what.Chunk.Elements[what.Position.X, what.Position.Y] = what;
swapTo.Position = temp.Position;
swapTo.Chunk = temp.Chunk;
swapTo.Chunk.Elements[swapTo.Position.X, swapTo.Position.Y] = swapTo;
what.Active = true;
what.Moved();
swapTo.Active = true;
what.LastMove = frame;
swapTo.LastMove = frame;
swapTo.Moved();
}
public override string ToString() {
return $"Chunk {Index}";
}
private void RemoveFromChunk(Element e) {
toRemoveElements.Add(e);
}
private void AddToChunk(Element e) {
toAddElements.Add(e);
}
}

1
Scripts/Chunk.cs.uid Normal file
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@@ -0,0 +1 @@
uid://r17upkbkmfiy

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@@ -5,7 +5,7 @@ namespace FOU.Scripts.Elements;
public class Dirt : Solid {
public Dirt(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
Color = AddColorVariance(Colors.Brown);
color = AddColorVariance(Colors.Brown);
Density = 10;
DiffuseSpeed = 50;
}

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@@ -0,0 +1 @@
uid://80esqy0cardd

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@@ -3,63 +3,67 @@
namespace FOU.Scripts.Elements;
public class Element {
public Color Color = Colors.Black;
public Vector2I Position;
public Chunk Chunk;
public int Density;
public int LastUpdate = -1;
public int LastMove = 0;
public Vector2I Position;
public int DiffuseSpeed = 10;
public const int MAX_DIFFUSE_SPEED = 100;
public const int STEPS_UNTIL_INACTIVE = 100;
protected int Density;
protected int DiffuseSpeed = 10;
protected Color color = Colors.Black;
protected const int MAX_DIFFUSE_SPEED = 100;
protected const int STEPS_UNTIL_INACTIVE = 500;
protected const float MAX_COLOR_VARIANCE = 0.1f;
protected static readonly Vector2I VERTICAL_OPPOSITE = new Vector2I(-1, 1);
protected int lastMove = 0;
private bool active = true;
private bool active = false;
private int lastUpdate = -1;
private Color originalColor;
public Element(Element e) {
Position = e.Position;
Chunk = e.Chunk;
lastMove = Engine.GetFramesDrawn();
}
public Element(int x, int y, Chunk chunk) {
Position.X = x;
Position.Y = y;
Chunk = chunk;
lastMove = Engine.GetFramesDrawn();
Active = false;
}
public bool Active {
get => active;
set {
active = value;
if (active == value) return;
if (active)
Color = originalColor;
else if (Main.Instance.DebugVisualization)
Color = new Color(0.2f, 0.2f, 0.2f);
active = value;
Chunk.SetElementActive(this, value);
// SetDebugColor(value, new Color(0.2f, 0.2f, 0.2f));
}
}
public Color Color => color;
/// <summary>
/// base update method, checks if anything is to do at all
/// </summary>
/// <param name="currentFrame"></param>
/// <returns>false if there is nothing to do</returns>
public virtual bool Update(int currentFrame) {
public virtual bool Update() {
if (!Active) return false;
if (LastUpdate == currentFrame) return false; // already updated this frame
LastUpdate = currentFrame;
if (lastUpdate == Engine.GetFramesDrawn()) return false; // already updated this frame
lastUpdate = Engine.GetFramesDrawn();
return true;
}
public override string ToString() {
return $"{GetType()} {Position}";
return $"{GetType()} {Position}[{Chunk.Index}] {active}";
}
protected virtual void Tick() {
@@ -97,4 +101,17 @@ public class Element {
return c;
}
public void ResetColor() {
color = originalColor;
}
public void SetDebugColor(Color color) {
if (!Main.Instance.DebugVisualization) return;
this.color = color;
}
public void Moved() {
lastMove = Engine.GetFramesDrawn();
}
}

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@@ -0,0 +1 @@
uid://b5lme1c4rx15n

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@@ -7,9 +7,9 @@ public abstract class Liquid : Element {
protected Liquid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
public override bool Update() {
if (!base.Update()) return false;
if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
Tick();

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@@ -0,0 +1 @@
uid://bqx36wisy7127

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@@ -5,9 +5,9 @@ namespace FOU.Scripts.Elements;
public abstract class Solid : Element {
protected Solid(int x, int y, ref Chunk chunk) : base(x, y, chunk) { }
public override bool Update(int currentFrame) {
if (!base.Update(currentFrame)) return false;
if (LastMove + STEPS_UNTIL_INACTIVE < currentFrame) Active = false;
public override bool Update() {
if (!base.Update()) return false;
if (lastMove + STEPS_UNTIL_INACTIVE < Engine.GetFramesDrawn()) Active = false;
Tick();

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@@ -0,0 +1 @@
uid://ur56t06r7n4l

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@@ -5,7 +5,7 @@ namespace FOU.Scripts.Elements;
public class Water : Liquid {
public Water(int x, int y, ref Chunk chunk) : base(x, y, ref chunk) {
Color = AddColorVariance(Colors.Blue);
color = AddColorVariance(Colors.Blue);
Density = 1;
}

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@@ -0,0 +1 @@
uid://k8id5egjc7x8

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@@ -1,4 +1,6 @@
using Godot;
using System;
using FOU.Scripts.Elements;
using Godot;
namespace FOU.Scripts;
@@ -9,74 +11,144 @@ public class Level {
private Chunk[,] chunks;
private Image image;
private int chunksX;
private int chunksY;
private int chunksPerX;
private int chunksPerY;
// per chunk:
private int chunkResX;
private int chunkResY;
private float rainAmount = 0;
public Level(Main main, int sizeX, int sizeY) {
GD.Print($"Generating level ({sizeX}:{sizeY})");
Resolution = new Vector2I(sizeX, sizeY);
chunksX = main.ChunksPerAxis;
chunksY = main.ChunksPerAxis;
chunksPerX = main.ChunksPerAxis;
chunksPerY = main.ChunksPerAxis;
chunkResX = sizeX / chunksX;
chunkResY = sizeY / chunksY;
chunkResX = sizeX / chunksPerX;
chunkResY = sizeY / chunksPerY;
GD.Print($"{chunksX}x{chunksY} chunks. {chunkResX}:{chunkResY} res each.");
GD.Print($"Generating level ({sizeX}:{sizeY}) with {chunksPerX*chunksPerY} chunks ({chunkResX} * {chunkResY})");
image = Image.Create(sizeX, sizeY, false, Image.Format.Rgb8);
chunks = new Chunk[chunksX, chunksY];
chunks = new Chunk[chunksPerX, chunksPerY];
int index = 0;
// create all chunks
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
chunks[x, y] = new Chunk(chunkResX, chunkResY);
for (int x = 0; x < chunksPerX; x++) {
for (int y = 0; y < chunksPerY; y++) {
chunks[x, y] = new Chunk(chunkResX, chunkResY, index++);
}
}
// assign neighbors
for (int x = 0; x < chunksX; x++) {
for (int y = 0; y < chunksY; y++) {
for (int x = 0; x < chunksPerX; x++) {
for (int y = 0; y < chunksPerY; y++) {
if (y > 0) chunks[x, y].NeighborN = chunks[x, y-1];
if (y < chunksY-1) chunks[x, y].NeighborS = chunks[x, y+1];
if (y < chunksPerY-1) chunks[x, y].NeighborS = chunks[x, y+1];
if (x > 0) chunks[x, y].NeighborE = chunks[x-1, y];
if (x < chunksX-1) chunks[x, y].NeighborW = chunks[x+1, y];
if (x < chunksPerX-1) chunks[x, y].NeighborW = chunks[x+1, y];
}
}
}
public void Update() {
MakeItRain();
foreach (Chunk c in chunks)
c.Update();
}
// TODO!
private void MakeItRain(float rainAmount) {
// int rainDrops = (int)Math.Round(rainAmount);
//
// for (int i = 0; i <= rainDrops; i++) {
// if (GD.Randf() < rainAmount)
// WritePixel<Water>((int)(GD.Randi() % SizeX), 0, 1);
// }
public void SetRainAmount(float amount) {
rainAmount = amount;
}
public void StartBenchmark() {
GD.Print("benchmark");
for (int x = 0; x < chunksPerX; x++) {
for (int y = 0; y < chunksPerY; y++) {
WritePixel<Dirt>(x * chunkResX/2, y * chunkResY/2, 100);
}
}
}
public Chunk[,] GetChunks() {
return chunks;
}
private void MakeItRain() {
if (rainAmount < .1f) return;
int rainDrops = (int)Math.Round(rainAmount);
for (int i = 0; i <= rainDrops; i++) {
if (GD.Randf() < rainAmount)
WritePixel<Water>((int)(GD.Randi() % (chunkResX * chunksPerX)), 0, 1);
}
}
public void WritePixel<T>(int x, int y, int size) {
chunks[x/chunkResX, y/chunkResY].WritePixel<T>(x % chunkResX, y % chunkResY, size);
int halfsize = size/2;
for (int i = -halfsize; i <= halfsize; i++) {
for (int j = 0; j < 1; j++) {
// for (int j = -halfsize; j <= halfsize; j++) {
// calculate in-chunk coordinates
int inChunkX = x % chunkResX;
int inChunkY = y % chunkResY;
int brushX = i;
int brushY = j;
// calculate chunk to write to
int chunkX = x/chunkResX;
if (inChunkX + i < 0) {
chunkX--;
// 320 -22
brushX = chunkResX + inChunkX + i;
inChunkX = chunkResX - inChunkX;
} else if (inChunkX + i >= chunkResX) {
chunkX++;
inChunkX = 0;
brushX = i % chunkResX;
}
inChunkX += brushX;
if (chunkX < 0 || chunkX >= chunksPerX) {
GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
return;
}
int chunkY = y/chunkResY;
if (inChunkY + j < 0) {
chunkY--;
brushY = chunkResY - (inChunkY + j);
inChunkY = chunkResY - inChunkY;
} else if (inChunkY + j >= chunkResY) {
chunkY++;
inChunkY = 0;
brushY = j % chunkResY;
}
inChunkY += brushY;
if (chunkY < 0 || chunkY >= chunksPerY) {
GD.PrintErr($"Trying to write out of bounds: {x}:{y}");
return;
}
chunks[chunkX, chunkY].WritePixel<T>(inChunkX, inChunkY);
}
}
}
public Image DrawLevel() {
for (int cx = 0; cx < chunksX; cx++) {
for (int cy = 0; cy < chunksY; cy++) {
for (int cx = 0; cx < chunksPerX; cx++) {
for (int cy = 0; cy < chunksPerY; cy++) {
for (int x = 0; x < chunkResX; x++) {
for (int y = 0; y < chunkResY; y++) {
// TODO: multithreading here! use Chunk.DrawLevel() and stitch images together
image.SetPixel(cx*chunkResX + x, cy*chunkResY + y, chunks[cx,cy].Elements[x, y].Color);
}
}

1
Scripts/Level.cs.uid Normal file
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@@ -0,0 +1 @@
uid://bkwbjagt8s01s

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@@ -1,4 +1,3 @@
using System.Reflection;
using FOU.Scripts;
using FOU.Scripts.Elements;
using Godot;
@@ -9,24 +8,31 @@ public partial class Main : Node2D {
[Export] public int BrushSize = 5;
[Export] public float TextureResolution = 0.5f;
[Export] public int ChunksPerAxis = 2;
[Export] public float RainAmount = 0.01f;
[Export] public float RainAmount = 0;
public static Main Instance;
public Level Level;
private TextureRect mLevelDrawer;
private Level mLevel;
private bool enableRain;
private float rainAmount;
public override void _Ready() {
mLevel = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
Level = new Level(this, (int)(GetViewportRect().Size.X * TextureResolution),
(int)(GetViewportRect().Size.Y * TextureResolution));
Level.SetRainAmount(rainAmount);
mLevelDrawer = GetNode<TextureRect>("CanvasLayer/LevelDrawer");
Instance = this;
}
public override void _PhysicsProcess(double delta) {
base._PhysicsProcess(delta);
Level.Update();
}
public override void _Process(double delta) {
mLevel.Update();
mLevelDrawer.Texture = ImageTexture.CreateFromImage(mLevel.DrawLevel());
mLevelDrawer.Texture = ImageTexture.CreateFromImage(Level.DrawLevel());
}
public override void _UnhandledInput(InputEvent @event) {
@@ -35,13 +41,15 @@ public partial class Main : Node2D {
if (eventMouseButton.IsPressed()) {
Vector2 mouse = GetViewport().GetMousePosition();
float mappedX = mouse.X / (GetViewportRect().Size.X / mLevel.Resolution.X);
float mappedY = mouse.Y / (GetViewportRect().Size.Y / mLevel.Resolution.Y);
float mappedX = mouse.X / (GetViewportRect().Size.X / Level.Resolution.X);
float mappedY = mouse.Y / (GetViewportRect().Size.Y / Level.Resolution.Y);
mLevel.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
}
} else base._UnhandledInput(@event);
Level.WritePixel<Dirt>((int)mappedX, (int)mappedY, BrushSize);
}
} else if (@event is InputEventKey keyEvent && keyEvent.Pressed) {
if (keyEvent.Keycode == Key.F9)
Level.StartBenchmark();
}
else base._UnhandledInput(@event);
}
}

1
Scripts/Main.cs.uid Normal file
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@@ -0,0 +1 @@
uid://cmvvubxfvdca7

22
benchmark.txt Normal file
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@@ -0,0 +1,22 @@
# Benchmark
Start from editor not rider!
## Settings
- Texture Resolution: 0.5
- CHunks per Axis: 2
- Rain Amount: 0
## Measurements:
### original (no optimization):
- idle: 42 - 44 fps
- benchmark: 24 fps minimum
### performance-improvements (71db6513f22094e7dd67bd32c7ab86b326f9ad9e)
- idle before: 89
- benchmark: 33
- idle after: 75

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@@ -12,7 +12,7 @@ config_version=5
config/name="FOU"
run/main_scene="res://Scenes/main.tscn"
config/features=PackedStringArray("4.2", "C#", "Forward Plus")
config/features=PackedStringArray("4.4", "C#", "Forward Plus")
config/icon="res://icon.svg"
[dotnet]