12 Tips to Boost Your Godot Game's Performance

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 35

  • @G4M5T3R
    @G4M5T3R 27 วันที่ผ่านมา +26

    TIL you could just offload the entire physics process to another thread with just a tick of a checkbox.

    • @ran_ver
      @ran_ver 25 วันที่ผ่านมา +10

      A small forewarning for anyone thinking of using this option as of the current date (Oct 2024), multithreaded physics still has some bugs that cause issues with fundamental features and can cause crashes.

  • @Kiyuja
    @Kiyuja 27 วันที่ผ่านมา +7

    I had no idea Godot had Rust support. I always used C# but if getting Rust to work isnt a huge hassle then I'm all in

    • @5minutemovies977
      @5minutemovies977 27 วันที่ผ่านมา +3

      Godot has bindings for many other languages, so if you know rust, you're in luck. There's no way such a popular language doesn't have a decent plugin

    • @Kiyuja
      @Kiyuja 27 วันที่ผ่านมา

      @@5minutemovies977 After the video I looked up the Godot Docs and indeed it has scripting support for other low level languages, it actually surprised me. Only "annoyance" is gonna be setting an external editor up for it, I really wish there could be an in-editor approach but oh well, its not a total deal breaker, I'd take the Rust performance any day!

    • @akatsukilevi
      @akatsukilevi 14 วันที่ผ่านมา +1

      As someone that has used Rust on my project but switched to C#: Not everything is supported, and some stuff can end up being rather limited. It is good to use, but be aware of the trade-offs and the entire thing still being WIP

    • @Kiyuja
      @Kiyuja 12 วันที่ผ่านมา

      @@akatsukilevi thats very good to know, thank you! Integrating non-GDScript in Godot is always kinda annoying as the editor doesnt have native support for other languages. I personally would love to avoid C# for games as apart from the Async/Await implementation it adds a lot of overhead. Ideally I'd use Bevy but I really like having an actual editor with an UI hmm

  • @Ralke1
    @Ralke1 28 วันที่ผ่านมา +3

    awesome tips, mostly are trully hidden and you showed us, thanks for sharing!

  • @JiaqiYang-ss2ui
    @JiaqiYang-ss2ui 3 วันที่ผ่านมา +1

    Do I need to implement soft collision myself or are there some functions and plugins I can use

  • @davidj3048
    @davidj3048 24 วันที่ผ่านมา

    Great video! Will try some of it out!

  • @Idkikdhdnbd
    @Idkikdhdnbd 25 วันที่ผ่านมา +9

    7:04 wtf is that sound

    • @aSinkingShip
      @aSinkingShip 4 วันที่ผ่านมา

      Probably telephone message

  • @IsaacLobaoCerejo
    @IsaacLobaoCerejo 26 วันที่ผ่านมา

    great video, thanks

  • @cheesymcnuggets
    @cheesymcnuggets 24 วันที่ผ่านมา +1

    Heyo sorry be that guy but it really does irritate my misophonia, maybe just export the audio file to audacity, drop the decibels by a comfortable margin (this removes noise and the quiet breaths) and for deep breaths, tongue clicks and etc, you do kinda just have to analyse the patterns on the audio visualiser thingy, to help differenciate where you start sounding words from where the noise spikes begin and cut it out milliseconds before you start sounding the actual words. It takes a bit of time but it good practice. It's been years since I made any videos but im guessing there might be software or AI now that could help with this process if you cant be bothered but i have no idea if there is. I mean you don't have to do any of this, i still watched and enjoyed the video regardless, catering to people with misophonia probably isnt if worth the effort if you're a busy person but just thought id put it out there.
    Anyways, i really want to learn all those deeper under the hood optimisations people do to turn their limit of 3,000 entities into 300,000 but it seems so scary, it's almost like it's spaghetti but in another dimension. Like normal spaghetti code is 2 dimensional but adding scripts in other languages and messing with servers and all that other nonsense is 3 dimensional spaghetti and it can't not be spaghetti whereas 2 dimensional spaghetti is completely avoidable but 3 dimensional spaghetti is a consequence of programming outside of gdscript and the engine. I will give an exception to shaders because theyre kinda their own thing, unless of cause you write a shader that literally needs external programming to function... that stuff might as well be 4 dimensional spaghetti jk

  • @MEMUNDOLOL
    @MEMUNDOLOL 27 วันที่ผ่านมา +3

    i dont get it if making your own custom collision system with area2d and 180 lines of gdscript is more performant than cpp source code implemented base collisions, why this slow code still isnt refactored on 12th year of godot development?

  • @revimfadli4666
    @revimfadli4666 25 วันที่ผ่านมา

    I'm making an evolution simulator where I'd need to enable fats forwarding the physics sim. I'm thinking of manually ticking it multiple times per frame. Are there other optimisations possible outside ones in this vid?

  • @SirBartolomew
    @SirBartolomew 27 วันที่ผ่านมา +3

    Does Jolt still perform better than default in 4.3?

    • @rodolfolorote9059
      @rodolfolorote9059 27 วันที่ผ่านมา

      It does

    • @dsmeckt2283
      @dsmeckt2283 27 วันที่ผ่านมา

      Probably will until godot version 100.1

    • @thefufuu3157
      @thefufuu3157 25 วันที่ผ่านมา +1

      it does but not in all cases ... i have a 3d scene with around 400 colission bodys both physics give up

  • @635574
    @635574 27 วันที่ผ่านมา

    I tried to setup my character-body2D enemies with tweens between their movement and only updating move and slide every 10th frame, while it works it does not result inthem actually colliding. Only running the move and slide every 10 frames works for now as I really needed to 10x the perf for basic playability with 200 enemies(that are also capped with a backlog), keeping it until I decide on more labor intensive optimisation after I put in all the core features of my horde game (holocure but a satirical game where you switch with multiple characters)

  • @P434-m9u
    @P434-m9u 24 วันที่ผ่านมา

    i have 300 instantly enemy spawn with 5 different attack pattern every 0.1 second and locking it at 400 enemy max.. is it good ?

    • @AzaIndustries
      @AzaIndustries วันที่ผ่านมา

      Bump those numbers to 1000 for a worthy test.
      Then run the profiler and see where it goes.

  • @Dreadkrisz
    @Dreadkrisz 26 วันที่ผ่านมา

    Good video, thanks for the info, but I couldn’t finish because of all the mouth noises. You might need to change mic settings, filters, or position it better.

  • @NexusBaum
    @NexusBaum 27 วันที่ผ่านมา

    Is Jolt still needed in 4.3?
    I thought, it was build into the engine...

    • @igorthelight
      @igorthelight 27 วันที่ผ่านมา +2

      Yep - it's still needed.

  • @UocLv
    @UocLv 27 วันที่ผ่านมา +11

    When editing your video, please start by cleaning up the audio track. Remove any inhales, lip smacking, or other distracting sounds. I'm not a fan of mouth sounds, and it makes it difficult for me to enjoy the video.

    • @DeepDiveDevelop
      @DeepDiveDevelop  26 วันที่ผ่านมา +2

      Thanks for the feedback, I'll try to clean it up better in the next one. I didn't catch a lot of them editing without my headphones

  • @treysonsearle8441
    @treysonsearle8441 27 วันที่ผ่านมา +2

    Firebelly udemy course?

  • @umapessoa6051
    @umapessoa6051 25 วันที่ผ่านมา

    1 - Stop using Godot 😂

    • @Terra_Blade
      @Terra_Blade 9 วันที่ผ่านมา

      fuck you mean stop using godot?
      this is a godot video, what are you doing here? are you lost?