Hacker News new | ask | show | jobs
by hertzrat 1371 days ago
It used to be missing occlusion culling, which is a big deal. I think it either has it now or else it’s in v4 though?

It was sparse on tutorial content from the community too, but that seems changed a lot too since then

I wonder what their heavily nested scene graphs do to performance but haven’t tested it

2 comments

Here's Godot's current implementation of occlusion culling (sort of), though it needs some manual setup: https://docs.godotengine.org/en/stable/tutorials/performance...
It's insane that a game engine until 2021 had no occlusion culling. Really tells you that the engine is not made with "big" 3d worlds in mind.