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(+1)

Good design for everyone involved! if an auto-battler used compute shaders, the game could push bigger boards and smarter fights without the FPS faceplant—parallel targeting, AOEs, and flow/potential fields all ticking at once while the CPU handles UI/netcode. bonus: the system could batch a ton of “what-if” matches in seconds for balance and live placement tips, so it actually helps you make better choices mid-run. 


 (YES? LETS MAKE AN COMPUTE SHADER AUTO BATTLER PROJECT TO EXPERIMENT?)