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FAQ DoD section: rephrase text and fix some grammar
- Rephrased some awkward grammar in the first paragraph (and removed redundant performance-heavy note). - Restructured and rephrased some of the grammar in the middle and end sections to be less repetitive and avoid run-on sentences. - Fixed capitalization in the hyphenated word in the section title.
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@@ -532,26 +532,25 @@ removed at run-time to dynamically add and remove behaviors.
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More information about Godot's design choices can be found in
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`this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__.
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Why does Godot not force users to implement DoD (Data-oriented Design)?
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Why does Godot not force users to implement DOD (Data-Oriented Design)?
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-----------------------------------------------------------------------
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While Godot internally for a lot of the heavy performance tasks attempts
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to use cache coherency as well as possible, we believe most users don't
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really need to be forced to use DoD practices.
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While Godot internally attempts to use cache coherency as much as possible,
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we believe users don't need to be forced to use DOD practices.
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DoD is mostly a cache coherency optimization that can only gain you
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DOD is mostly a cache coherency optimization that can only provide
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significant performance improvements when dealing with dozens of
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thousands of objects (which are processed every frame with little
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modification). As in, if you are moving a few hundred sprites or enemies
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per frame, DoD won't help you, and you should consider a different approach
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to optimization.
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thousands of objects which are processed every frame with little
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modification. That is, if you are moving a few hundred sprites or enemies
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per frame, DOD won't result in a meaningful improvement in performance. In
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such a case, you should consider a different approach to optimization.
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The vast majority of games do not need this and Godot provides handy helpers
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to do the job for most cases when you do.
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If a game that really needs to process such large amount of objects is
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needed, our recommendation is to use C++ and GDExtension for the high
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performance parts and GDScript (or C#) for the rest of the game.
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If a game needs to process such a large amount of objects, our recommendation
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is to use C++ and GDExtensions for performance-heavy tasks and GDScript (or C#)
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for the rest of the game.
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How can I support Godot development or contribute?
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--------------------------------------------------
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