Hey, thanks for the cool library, it made state management in the game I work on much simpler!
I noticed that when I have rules for complex behaviours triggered every tick on a busy map they consume quite a lot of CPU. This is expected, of course, but I'm thinking if there is a way to increase the limit of entities I can process with these rules by parallelizing rules dependency graph execution?
Hey, thanks for the cool library, it made state management in the game I work on much simpler!
I noticed that when I have rules for complex behaviours triggered every tick on a busy map they consume quite a lot of CPU. This is expected, of course, but I'm thinking if there is a way to increase the limit of entities I can process with these rules by parallelizing rules dependency graph execution?