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Bunny mark with 3 draw versions

curly-bracecurly-brace Posts: 13Member
edited September 2016 in Resources
Hello,

i've made a bunnymark for Godot.
It has 3 scenes:
- low-level VisualServer
- Sprite nodes
- texture_draw function

It also has convenient add and remove buttons.

performance is nevertheless very slow.

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Comments

  • Shin-NiLShin-NiL Posts: 158Member
    Great work, my friend  :)<br /><br />I did a slightly different test some time ago, using this code as basis. What I did was port that GDScript node (bunny.gd) code to a CPP module to campare.<br /> <br />Result displaying 5,000 bunnies<br />CPP Module (editor) -> 58 FPS<br />GDScript (editor) -> 17 FPS<br />CPP Module (Linux 64 release exported) -> 60 FPS<br />GDScript (Linux 64 release exported) -> 28 FPS
  • curly-bracecurly-brace Posts: 13Member
    so this is indeed gdscript's performance benchmark?  ;D<br />the reason i made all in single script was to remove thousands of scripts running every frame, but it does not changed anything.
  • MegalomaniakMegalomaniak Posts: 2,580Admin
    Question: are these scripts threaded? If not could threaded variations be made, since that could be relevant... ;)
  • curly-bracecurly-brace Posts: 13Member
    on 1464700898:
    <br />Question: are these scripts threaded? If not could threaded variations be made, since that could be relevant... ;)<br />
    <br /><br />i do not get the idea. how to thread the loop, which moves objects around? divide the object list into several tiles and work on them in different threads?
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