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This demo showcases how to use low-level Servers to achieve better CPU performance when drawing large amounts of objects. The code has been updated for Godot 3.2, cleaned up and has received additional comments.
42 lines
989 B
Plaintext
42 lines
989 B
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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_global_script_classes=[ ]
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_global_script_class_icons={
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}
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[application]
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config/name="Bullet Shower"
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config/description="Demonstrates how to manage large amounts of objects efficiently using low-level Servers."
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run/main_scene="res://shower.tscn"
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config/icon="res://icon.png"
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[display]
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window/dpi/allow_hidpi=true
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window/stretch/mode="2d"
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window/stretch/aspect="expand"
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[physics]
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2d/cell_size=64
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common/enable_pause_aware_picking=true
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[rendering]
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quality/driver/driver_name="GLES2"
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quality/intended_usage/framebuffer_allocation=0
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quality/intended_usage/framebuffer_allocation.mobile=0
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vram_compression/import_etc=true
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vram_compression/import_etc2=false
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environment/default_clear_color=Color( 0.133333, 0.133333, 0.2, 1 )
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