This video is 2nd episode where we push Godot 3.3.2 to the very limits by removing the overhead of the Nodes and implementing a PhysicsServer. We try various tweaks and code optimizations to push Godot Physics where it's never been before. We also look at Unity DOTS physics and compare its performance to Godot's PhysicsServer equivalent. Which engine will have the better physics performance?
Part 1 of this Video is here:
[ Ссылка ]
If you are curious about 2D performance in Godot vs. Unity:
[ Ссылка ]
Code (In the physics-server branch):
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0:00 - 0:41 Intro
0:42 - 1:14 Mesh bug in last video
1:15 - 2:34 PhysicsServer & DOTS optimizations
2:35 - 2:45 Godot PhysicsServer 1
2:46 - 4:11 Physics Jitter Tweak
4:12 - 4:51 New Benchmark
4:52 - 5:47 Godot Performance 2
5:48 - 7:04 Rewriting in C#
7:05 - 7:54 Godot Performance 3
7:55 - 9:26 Unity DOTS Performance
9:27 - 11:07 Tower of Cubes and Conclusion
Music by Anttis instrumentals
Song: Armada Out to Atlantic (v3)
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#godot #unity #dots #PhysicsServer
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