Godot 3.x: Updates to Backend and Enemy Line Systems

Hey everyone! I’m working on a game in Godot 3.x and I’ve heard there were some changes to the backend and enemy row systems. Can anyone fill me in on what’s new?

I’m especially curious about:

  1. Any performance improvements in the backend
  2. Changes to how enemy rows are handled
  3. New features for managing groups of enemies

If you’ve worked with these updates, I’d love to hear your thoughts. Have they made development easier or more challenging? Any tips for making the most of these changes?

Thanks in advance for your help! I’m excited to learn more about these updates and how they might affect my game project.

yo, i’ve been messing with godot 3.x lately too. haven’t noticed any huge changes to enemy stuff, but NodeGroups are pretty sweet for managing baddies. what kinda game u working on? might have some tricks up my sleeve depending on ur setup. performance seems solid tho, no complaints here

I’ve been working with Godot 3.x recently, and while there haven’t been major overhauls to enemy systems, there are some noteworthy improvements. The backend has seen performance enhancements, particularly in rendering and physics, which can indirectly benefit enemy management. For handling groups of enemies, I’ve found that utilizing NodeGroups and Signals can significantly streamline the process. These built-in features allow for efficient control and communication across multiple enemy entities. Additionally, leveraging GDScript for creating complex AI behaviors has proven quite effective. I’d recommend exploring these existing tools to optimize your enemy systems rather than looking for specific new features.

hey there! i’m curious too about those changes. have u tried using NodeGroups for enemy management? it’s pretty neat for controlling multiple enemies at once. what kind of game are u making? maybe we could brainstorm some ideas for optimizing enemy behavior based on your specific needs?