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Nuke GDNative from docs
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@@ -154,7 +154,7 @@ will be able to work as fast as possible.
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Godot usually takes care of such low-level details for you. For example, the
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Server APIs make sure data is optimized for caching already for things like
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rendering and physics. Still, you should be especially aware of caching when
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using :ref:`GDNative <toc-tutorials-gdnative>`.
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writing GDExtensions.
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Languages
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=========
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@@ -198,7 +198,7 @@ C++
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Godot is written in C++. Using C++ will usually result in the fastest code.
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However, on a practical level, it is the most difficult to deploy to end users'
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machines on different platforms. Options for using C++ include
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:ref:`GDNative <toc-tutorials-gdnative>` and
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GDExtensions and
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:ref:`custom modules <doc_custom_modules_in_c++>`.
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Threads
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@@ -225,10 +225,10 @@ SceneTree
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Although Nodes are an incredibly powerful and versatile concept, be aware that
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every node has a cost. Built-in functions such as `_process()` and
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`_physics_process()` propagate through the tree. This housekeeping can reduce
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performance when you have a very large numbers of nodes (how many exactly
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depends on the target platform and can range from thousands to tens of
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thousands so ensure that you profile performance on all target platforms
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`_physics_process()` propagate through the tree. This housekeeping can reduce
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performance when you have a very large numbers of nodes (how many exactly
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depends on the target platform and can range from thousands to tens of
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thousands so ensure that you profile performance on all target platforms
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during development).
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Each node is handled individually in the Godot renderer. Therefore, a smaller
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