On our current ongoing rts project series, we are once again optmizing more our project in order to make sure we will have a perfomant basis to continue building it, this time though we are slowing down physics, yes, we are reducing the physics frame rate in order to gain more fps,
Generally speaking we don't need the kind of precise collisions a first person or third person game would need, so this can be used as a tradeoff to gain more fps, this in turn is going to allow our game to support more objects in real time, which means more units, which translated to a RTS, means more fun and chaos!
But do know that this is going to have a big impact in how you will be handling physics code throught the project, so on this video we are going into some of the bugs and how to fix them, however if your project is heavily depedant on using physics objects like rigid bodies and ragdolls, this might not be the best solution, though maybe you can workaround the same way, interpolating the objects real position with their visible graphic counterparts.
As always if you have any questions, please let me know by posting down below in the comments, like the video and subscribe,
Негізгі бет How to improve Godot Physics Perfomance? Here's an optmization trick - Making an RTS in Godot
Пікірлер: 16