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Aurelius Protocol: Game Loop Waves NEVER List
- NEVER iterate through get_children() to find all enemies — This is extremely slow. Always add enemies to an "enemies" group and use
get_tree().get_nodes_in_group(&"enemies") for efficient access.
- NEVER constantly instantiate() and queue_free() hundreds of enemies — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.
- NEVER spawn thousands of separate MeshInstance3D nodes for swarms — This will tank your draw calls. Use
MultiMeshInstance3D to batch thousands of meshes into a single GPU call.
- NEVER calculate pathfinding for hundreds of agents on the main thread — This will freeze your game. Enable
use_async_iterations on your navigation regions or use NavigationServer3D.query_path().
- NEVER forget to check is_inside_tree() before adding a child — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.
- NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs — They will all share the exact same health/stats. Always call
base_stats.duplicate_deep() to give each mob its own unique data.
- NEVER use standard strings for high-frequency group calls — Always use
StringName (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.
- NEVER spawn entities directly inside physics callbacks synchronously — Instantiating nodes during physics steps can corrupt the physics state. Always use
call_deferred(&"add_child", enemy).
- NEVER leave CollisionShapes on dead enemies active — Corpses will block towers and navigation. Use
set_deferred("disabled", true) immediately upon death.
- NEVER synchronize complex Object types via MultiplayerSynchronizer — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.
- NEVER auto-start waves without player feedback — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.
- NEVER hardcode spawn positions at (0,0,0) — Use
Marker3D nodes in the editor so you can visually adjust spawn points without digging into code.
- NEVER check wave completion by counting children every frame — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.
- NEVER use the same navigation map for every entity type — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.
- NEVER scale collision shapes non-uniformly for spawners — This breaks the collision detection math. Adjust the shape resource properties instead.
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Related skills:
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