mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-10-16 10:17:06 +00:00
Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
7ed2c3e9c4
commit
b21fa0f7f2
@@ -1,6 +1,8 @@
|
||||
---
|
||||
paths:
|
||||
- "src/core/**"
|
||||
- "Assets/**/{Core,core}/**/*.cs"
|
||||
- "Source/**/{Core,core}/**/*.{h,cpp}"
|
||||
---
|
||||
|
||||
# Engine Code Rules
|
||||
@@ -17,7 +19,7 @@ paths:
|
||||
|
||||
## Examples
|
||||
|
||||
**Correct** (zero-alloc hot path):
|
||||
**Correct** (zero-alloc hot path) — Godot:
|
||||
|
||||
```gdscript
|
||||
# Pre-allocated array reused each frame
|
||||
@@ -28,6 +30,29 @@ func _physics_process(delta: float) -> void:
|
||||
_spatial_grid.query_radius(position, radius, _nearby_cache)
|
||||
```
|
||||
|
||||
Unity:
|
||||
|
||||
```csharp
|
||||
private readonly Collider[] _nearbyCache = new Collider[64]; // allocated once
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
int count = Physics.OverlapSphereNonAlloc(transform.position, radius, _nearbyCache);
|
||||
}
|
||||
```
|
||||
|
||||
Unreal:
|
||||
|
||||
```cpp
|
||||
// TArray member, reserved once; Reset() keeps the allocation
|
||||
void UProximityComponent::TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
NearbyCache.Reset();
|
||||
SpatialGrid->QueryRadius(GetComponentLocation(), Radius, NearbyCache);
|
||||
}
|
||||
```
|
||||
|
||||
**Incorrect** (allocating in hot path):
|
||||
|
||||
```gdscript
|
||||
|
||||
Reference in New Issue
Block a user