Performance Smoothing
If you noticed the game hitching every ten seconds or so, that's gone now. The cause was a scheduling coincidence: ten ECS systems were all set to fire every 100 ticks, and they all fired on the same tick. When they lined up, the engine spent 800–1250ms on that single frame instead of the target 50ms.
The fix is simple — stagger the offsets so those systems fire on different ticks. ChatRoom checks on tick 75, plant cross-pollination on tick 150, weather effects on tick 12, and so on. Same work gets done, just spread evenly across time.
We also identified nine systems that were paying the cost of entity-filtering every time they ran, despite never actually using the filtered results. Skipping that unnecessary work shaves another 25–30ms off their execution.
Play at play.multiversestudios.xyz/mvee.