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by johnnyanmac 1000 days ago
They described it as so:

>I'm making a top down 2D game and Godot's too slow to handle my character controllers at 120fps without a lot of hacks. In Unity they run in 2ms. It's not just The Last of Us that this matters to.

>The controller gets used for NPCs too, so I can have quite a few of them on screen at once. It's got quite a complicated substepped movement and collision response system which does lots of ray and shape casts. A typical frame may end up around 500.

Even if its not efficient for their specific game, a few hundred raycasts should not be taking nearly a millisecond to perform. No wonder there's so much work to do to get Godot to be 3D ready.

1 comments

Oh yeah, for sure. I've developed some VR demos in Godot and it seemed quite capable. But, I was never calling this many raycasts from the CPU side of things. Never had an excuse to do so. I'm just saying this because I really think Godot is able to produce good 3D experiences as of now. I appreciate the criticism, and of course would like it to get better. But, I don't know, something tells me the dev could take another approach in the meantime. It seems the post started some ongoing conversations with the devs to solve this issue, so that's nice.
> I'm just saying this because I really think Godot is able to produce good 3D experiences as of now

I guess I'll see for myself next year as I work on a 3D title. But my current research doesn't make me optimistic. I am very much ready to help contribute to address these sorts of issues if/when I run into them. But I want to actually contribute, not just take my ball, fork, and redesign the engine. If I get this much friction introducing optimizations, and/or am unable to find out who/where is working on such things, I don't know what to say.