xyz Believe it or not Xyz I'm not bothered at all LOL and this is something I was chatting about awhile back but I'd go too off topic here as well I had made a topic on this and one of the reasons I was looking at selection boxes was because I was taking a break from my By the gods project to have a look at stuff like enums and dictionaries which I don't know enough about. The examples I often see are far too basic for the code that I'm using so I need to poke around the internet a ton and maybe practice writing stuff up on a stand alone project. It's something I had already been discussing with people generally about getting things way more efficient precisely because of the reasons you've posted.
At the very least, I'd still write a damn glossary on my github because not enough people do that and I want my games to be as accessible to modders as possible using the Godot engine itself because as we know mods drastically increase the lifespan of a game. I'm resting my brain at the moment but I will take a look at your other post in full, it already looks a hell of a lot better just because you commented everything like mad, I realise it might come across as silly and unnecessary but I'm coming at this from the perspective of a learner, you should definitely contribute that code to the Godot documentation because it will help a lot of people. Either this will work really well with RTS style games or party RPGs and so on, but really any kind of situation where you need a proper selection box too, it will also mean you won't have go through the tedium of dealing with extremely confused noobs constantly and they can just look this up easier.
God this was such a rabbit hole I wasn't prepared for I should have paid more attention to peoples' warnings but I've always been a lunatic 😃 AI is easy compared to this. The only time I had this much of a headache was when I was dealing with the influence ring maths in Unity and that ended up involving several people including an ex-industry dev lol. One thing I will point out, it is a fine balance for sure between making code easier to read and keeping it as efficient as possible and that's something I'm learning a lot about these days beyond just bashing stuff out and getting it functional. You'll probably see me re-write a lot of that By the gods code by the time I'm done with all of this once I figure out the intricacies of everything without breaking stuff so don't worry about that code it's early days yet, I've been fleshing everything out and getting it functional. I was concerning myself quite a bit with things like execution timing more because that was indeed breaking stuff like my day/night cycle code.
Thank you for all this detail of course @xyz because it has really helped even if going at things bit by bit is admittedly frustrating and I'm sure it can be frustrating having to write things out, I hope this gets added to the documentation in some way because it is definitely needed for Godot 4, looking at you Megalomaniak 😃
Edit: In fact, what might be a good idea for me would be to make another topic on using enums and dictionaries and we can generally discuss good options for coding practices with specific gaming code because to be honest that's another aspect of coding that Godot is either lacking or has a bit of out of date information on. I will make sure to double check though because I might have made an old thread on it awhile back, could all be worth a revisit.