Link to part 1: • Switch to Jolt: the new physics engin...
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:
https://github.com/svprdga/Godot-Physics
Godot Jolt:
https://github.com/godot-jolt/godot-jolt
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