Griiimon
Griiimon
This would be solved by [#74796](https://github.com/godotengine/godot/pull/74796)
Out of the blue this happened to me today. I never had this problem as far as I can remember. Been using Godot almost daily for 3 years. I'm on...
What if we eliminated the additional sqrt() calls from the algorithm. We don't need the exact distance, just an approximation to see which virtual position is closest. Maybe a simple...
------ EDIT: IGNORE THIS, SEE POST BELOW ----------- Sorry my C++ is a bit rusty ;) Off the top of my head i would come up with this. I have...
I already had a bad feeling about this and it turned out to be completely useless. First off, just to make sure we're on the same page: I was strictly...
Thanks! I love the new UI, by the way. That's the range of performance hit i was expecting/hoping for. There are some errors in the code though: From line 222:...
> Are you suggesting to replace the sqrt entirely? Yes i am. My first try would be to have a table with a few million entries and then interpolate between...
I agree 100% with everything you said. Great to see that we're thinking along the exact same lines. Unfortunately, the lookup table didn't speed up the original simulation. In fact,...
Should mention that the Rapier2D plugin doesn't have this issue, and seems to be on its way to become the overall better choice for 2D physics, like Jolt has become...
> The settings are at ProjectSettings -> Physics -> Rapier or smth like that. See if you change some of those if this improves. Also try with ccd see if...