Link to part 1: [ Ссылка ]
In this video, I expand on the Godot benchmark tests that I did in the previous video comparing these two game physics libraries: Godot Physics and Jolt. Does separating objects that can collide with each other help to improve performance? What exactly is the purpose of moving physics computation to a separate thread? What happens if we create the cubes using PhysicsServer instead of nodes?
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- Benchmark project used in this video:
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Better Godot physics with Jolt - Part 2
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godotgodogodougadogadougame physicsgodot benchmarkgodot gamegodot performancegodot physicsjolt physicsphysics benchmarkphysics enginegodot enginegame developmentphysics libraryphysics librariesgame performancegodot testphysics computationgodot tutorialjolt librarygodot physics vs joltperformance optimizationgame designgame devgamedevgodot devphysics threadgame codinggodot nodesphysics servergodot server