Hacker News new | past | comments | ask | show | jobs | submit login

It used to be missing occlusion culling, which is a big deal. I think it either has it now or else it’s in v4 though?

It was sparse on tutorial content from the community too, but that seems changed a lot too since then

I wonder what their heavily nested scene graphs do to performance but haven’t tested it




Here's Godot's current implementation of occlusion culling (sort of), though it needs some manual setup: https://docs.godotengine.org/en/stable/tutorials/performance...


It's insane that a game engine until 2021 had no occlusion culling. Really tells you that the engine is not made with "big" 3d worlds in mind.




Join us for AI Startup School this June 16-17 in San Francisco!

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: