|
|
|
|
|
by MrLeap
1000 days ago
|
|
I didn't read anything that indicated a hard block to creating new methods that bypass the binding layer? All the layers are open source. Unity has their fair share of bolted on methods with a "NonAlloc" suffix. Seems obvious to prioritize raycasts / intersection / collision code to receive this treatment. I've noticed a few lower lift things I'd like to submit PR's for, just to see how/if I can help. |
|
Nothing stop you from modifying the engine code, but the problem lies in the binding layer, not the engine perormance (as you see in the blog, the raw engine performance for a raycast is about the same as Unity). That's a bit trickier to fix without intimate knowledge of such bindings, and you'll likely break a lot of GDScripting support (so by extension, c# scripting) in the process.