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gamedev-the-steward/docs/benchmarks/README.md
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# Simulation benchmark ledger
This directory stores reviewed benchmark snapshots. Each snapshot must name the
workload, seed, Godot version, hardware context, sample count, simulated tick
count, and important exclusions so later comparisons remain honest.
Run the current scaling harness from the project root with Godot 4.7:
```bash
/Applications/Godot.app/Contents/MacOS/Godot \
--headless --path "$PWD" \
--script res://tools/benchmark_simulation_scaling.gd
```
The default report is written under `user://`. Pass
`-- --host-label="<hardware>" --output=res://docs/benchmarks/<name>.json` only
when intentionally capturing a reviewed project baseline.
Loaded-resource discovery has its own bounded runner:
```bash
/Applications/Godot.app/Contents/MacOS/Godot \
--headless --path "$PWD" \
--script res://tools/benchmark_loaded_resource_discovery.gd
```
Reviewed captures:
- [Simulation scaling baseline 01](SIMULATION_SCALING_BASELINE_01.md) records
the first full-fidelity population/history measurements and the bounded next
optimization.
- [Simulation scaling baseline 02](SIMULATION_SCALING_BASELINE_02.md) records
checksum-identical results after the shared per-tick population view: the
600-NPC case is 23.3% faster, while small fixtures expose its fixed cost.
- [Simulation scaling baseline 03](SIMULATION_SCALING_BASELINE_03.md) versions
the workload after conflict was added, requires one authoritative combatant
per synthetic NPC, and records 90.63 ticks/s at 600 full-fidelity records.
- [Loaded Resource Discovery 01](LOADED_RESOURCE_DISCOVERY_01.md) compares the
former all-node scan with the exact resource-anchor grid at 18, 180, and
1,800 loaded sources.