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Steam News12 April 20264mo ago

Pathfinding and projectiles optimization

Imagine two AIs playing an RTS, with the player’s mech as one of the units. Sounds epic, doesn’t it?

Full notes

Full MECH OPS 2092 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition3 changes0 removals
  • UI and audio
  • Gameplay
  • Store
changedImagine two AIs playing an RTS, with the player’s mech as one of the units. Sounds epic, doesn’t it?
addedOver the past three months, I haven’t really done anything new for the project, but I’ve been rewriting the existing systems so we can handle a large number of bots.
changedSo you understand what’s happening in the video: I launched the build from Steam. I started spawning bots. At 100 bots, the FPS dropped to 30. I turned off impacts. 70–80 FPS. I spawned up to 200 bots. 70–80 FPS. In other words, the number of enemies has almost no effect on performance thanks to improvements in the architecture. So what’s causing the FPS to drop? It’s the purchased VFXs (impacts and explosions). Now we’re going rework them, and we’ll be good to go.
changedJoin our Discord —that’s where we share screenshots, gameplay tests, and just hang out.

MECH OPS 2092 changes

changedImagine two AIs playing an RTS, with the player’s mech as one of the units. Sounds epic, doesn’t it?
addedOver the past three months, I haven’t really done anything new for the project, but I’ve been rewriting the existing systems so we can handle a large number of bots.
changedSo you understand what’s happening in the video: I launched the build from Steam. I started spawning bots. At 100 bots, the FPS dropped to 30. I turned off impacts. 70–80 FPS. I spawned up to 200 bots. 70–80 FPS. In other words, the number of enemies has almost no effect on performance thanks to improvements in the architecture. So what’s causing the FPS to drop? It’s the purchased VFXs (impacts and explosions). Now we’re going rework them, and we’ll be good to go.
changedJoin our Discord —that’s where we share screenshots, gameplay tests, and just hang out.

Imagine two AIs playing an RTS, with the player’s mech as one of the units. Sounds epic, doesn’t it?

Over the past three months, I haven’t really done anything new for the project, but I’ve been rewriting the existing systems so we can handle a large number of bots.

And here’s the result:

So you understand what’s happening in the video: I launched the build from Steam. I started spawning bots. At 100 bots, the FPS dropped to 30. I turned off impacts. 70–80 FPS. I spawned up to 200 bots. 70–80 FPS. In other words, the number of enemies has almost no effect on performance thanks to improvements in the architecture. So what’s causing the FPS to drop? It’s the purchased VFXs (impacts and explosions). Now we’re going rework them, and we’ll be good to go.

Join our Discord —that’s where we share screenshots, gameplay tests, and just hang out.

Source

Steam News / 12 April 2026

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