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.
@@ran_ver Additionally, it restricts physics API access to only the physics process. So, for example, if your input function did a raycast whenever you click the mouse, it would throw an error with multithreading turned on as it MUST be done in the physics process instead.
@@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!
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
@@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
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?
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
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)
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.
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.
TIL you could just offload the entire physics process to another thread with just a tick of a checkbox.
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.
@@ran_ver Additionally, it restricts physics API access to only the physics process. So, for example, if your input function did a raycast whenever you click the mouse, it would throw an error with multithreading turned on as it MUST be done in the physics process instead.
awesome tips, mostly are trully hidden and you showed us, thanks for sharing!
Do I need to implement soft collision myself or are there some functions and plugins I can use
Thanks. Useful!
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
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
@@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!
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
@@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
7:04 wtf is that sound
Probably telephone message
As of 4.4 Jolt will be part of the engine, so no more downloading. You just need to switch it in the project settings
Great video! Will try some of it out!
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?
what songs did you use in the background?
thanks my friend
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 ?
Bump those numbers to 1000 for a worthy test.
Then run the profiler and see where it goes.
Does Jolt still perform better than default in 4.3?
It does
Probably will until godot version 100.1
it does but not in all cases ... i have a 3d scene with around 400 colission bodys both physics give up
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
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)
great video, thanks
Glad you liked it!
Is Jolt still needed in 4.3?
I thought, it was build into the engine...
Yep - it's still needed.
best case scenario, it will be integrated in godot 5.0
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.
Firebelly udemy course?
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.
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
1 - Stop using Godot 😂
fuck you mean stop using godot?
this is a godot video, what are you doing here? are you lost?
Keep grinding that content out - you deserve more followers and you will get them. Can't wait to watch your take on FSMs next!