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Describe the bug
A large tile map combined with shape-cast nodes dramatically drops performance compared to built-in physics. if a shape cast is colliding with a wall performance improves. (The goal of the shape casts in the original project was to improve wall detection for wall jumps since IsOnWall has some unwanted behavior)
To Reproduce
just run the project
Expected behavior
for the project to run smoothly at least as fast as built in godot physics or comparable.
Looks like in 0.8.5 i changed stuff to work instead of with RID with an internal rapier id. This was to remove undeterminism from randomness of RID's. The change itself is pretty big tho. I wonder if accessing dictionaries a lot can affect performance.
Describe the bug
A large tile map combined with shape-cast nodes dramatically drops performance compared to built-in physics. if a shape cast is colliding with a wall performance improves. (The goal of the shape casts in the original project was to improve wall detection for wall jumps since IsOnWall has some unwanted behavior)
To Reproduce
just run the project
Expected behavior
for the project to run smoothly at least as fast as built in godot physics or comparable.
Environment:
Example project(zip)
rapier2d-poor-performance.zip
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