post: GPU-skinned herds — agent_skinned renderer + engine private, builds public

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2026-06-14 01:19:46 +01:00
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<p><strong>Always measure before optimizing.</strong> We added VRAM logging before writing a single line of optimization code. Half the "problems" we expected were non-issues. The other half were worse than expected. Profiling isn't optional.</p>
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<p>Godot 4 can handle open worlds at this scale, but it won't do it for you. You need to build streaming, manage your own caches, audit resource loading, and be disciplined about what runs per frame. The engine gives you the primitives — MultiMesh, <code>LoadThreadedRequest</code>, <code>QueueFree</code>. It's up to you to wire them into a system that scales.</p>
<p><em>We're building <a href="https://arikigame.com" style="color: var(&ndash;c-accent-l);">Ariki</a>, a survival colony sim, with these systems. The tools we use — git hosting, AI agents, creative pipelines — are part of <a href="https://tinqs.com" style="color: var(&ndash;c-accent-l);">Tinqs Studio</a>.</em></p>
<p><em>We're building <a href="https://arikigame.com" style="color: var(--c-accent-l);">Ariki</a>, a survival colony sim, with these systems. The tools we use — git hosting, AI agents, creative pipelines — are part of <a href="https://tinqs.com" style="color: var(--c-accent-l);">Tinqs Studio</a>.</em></p>
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