How did you achieve optimization of such a large number of autonomous agents, over 500 units?
I am trying to create a large number of rival cars, but the FPS drops already occur at 60 units. This is due to the complex mathematics in the rival car script. I have tried running each rival in a separate thread, but it didn't help much.
What solutions do you see? Should I rewrite all the complex calculations in the rival car from GD to C++?