>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.
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.