<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>群体更新预算 on PlumePHP</title><link>https://plumephp.com/tags/%E7%BE%A4%E4%BD%93%E6%9B%B4%E6%96%B0%E9%A2%84%E7%AE%97/</link><description>Recent content in 群体更新预算 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 12 May 2026 13:28:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E7%BE%A4%E4%BD%93%E6%9B%B4%E6%96%B0%E9%A2%84%E7%AE%97/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot NPC 群体更新预算：热闹城镇不能靠每个路人每帧思考</title><link>https://plumephp.com/godot-npc-crowd-update-budget-2026/</link><pubDate>Tue, 12 May 2026 13:28:00 +0800</pubDate><guid>https://plumephp.com/godot-npc-crowd-update-budget-2026/</guid><description>&lt;p&gt;城镇和营地需要热闹感。路人走动、商贩招呼、卫兵巡逻、同伴闲聊，都会让世界更可信。但如果每个 NPC 都每帧寻路、检测玩家、播放复杂动画、更新头顶 UI，低端设备很快顶不住。热闹不等于每个路人都用主角级成本运行。&lt;/p&gt;</description></item></channel></rss>