Optimización usando Servidores

Engines like Godot provide increased ease of use thanks to their high-level constructs and features. Most of them are accessed and used via the scene system. Using nodes and resources simplifies project organization and asset management in complex games.

There are several drawbacks to this:

  • Existe una capa extra de complejidad.

  • El rendimiento es menor que al utilizar APIs simples directamente.

  • It is not possible to use multiple threads to control them.

  • Se necesita más memoria.

In most cases, this is not really a problem. Godot is well-optimized, and most operations are handled with signals, which means no polling is required. Still, sometimes, we want to extract better performance from the hardware when other avenues of optimization have been exhausted. For example, dealing with tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.

This type of situation makes programmers regret they are using a game engine and wish they could go back to a more handcrafted, low-level implementation of game code.

Aún así, Godot está diseñado para solucionar este problema.

Ver también

You can see how using low-level servers works in action using the Bullet Shower demo project.

Servidores

One of the most interesting design decisions for Godot is the fact that the whole scene system is optional. While it is not possible to compile it out, it can be completely bypassed.

At the core, Godot uses the concept of Servers. They are low-level APIs to control rendering, physics, sound, etc. The scene system is built on top of them and uses them directly. The most common servers are:

Explore their APIs, and you will realize that all the functions provided are low-level implementations of everything Godot allows you to do using nodes.

RIDs*

La clave para utilizar los servidores es comprender los objetos Resource ID (RID). Estos son identificadores opacos para la implementación del servidor. Se asignan y liberan manualmente. Casi todas las funciones de los servidores requieren RIDs para acceder al recurso real.

La mayoría de los nodos y recursos de Godot contienen estos RIDs de los servidores de forma interna, y se pueden obtener mediante diferentes funciones. De hecho, cualquier cosa que herede de Resource se puede convertir directamente a un RID. Sin embargo, no todos los recursos contienen un RID; en esos casos, el RID estará vacío. El recurso luego se puede pasar a las APIs de los servidores como un RID.

Advertencia

Resources are reference-counted (see RefCounted), and references to a resource's RID are not counted when determining whether the resource is still in use. Make sure to keep a reference to the resource outside the server. Otherwise, both the resource and its RID will be erased.

Para los nodos, hay muchas funciones disponibles:

Intenta explorar los nodos y recursos con los que estás familiarizado y encuentra las funciones para obtener los RIDs del servidor.

No se recomienda controlar los RIDs de objetos que ya tienen un nodo asociado. En cambio, las funciones del servidor siempre deben usarse para crear y controlar nuevas e interactuar con las existentes.

Crear un sprite

This is an example of how to create a sprite from code and move it using the low-level CanvasItem API.

Nota

When creating canvas items using the RenderingServer, you should reset physics interpolation on the first frame using RenderingServer.canvas_item_reset_physics_interpolation(). This ensures proper synchronization between the rendering and physics systems.

If this is not done, the canvas item may appear to teleport in when the scene is loaded, rather than appearing directly at its intended location.

extends Node2D


# RenderingServer expects references to be kept around.
var texture


func _ready():
    # Create a canvas item, child of this node.
    var ci_rid = RenderingServer.canvas_item_create()
    # Make this node the parent.
    RenderingServer.canvas_item_set_parent(ci_rid, get_canvas_item())
    # Draw a texture on it.
    # Remember to keep this reference.
    texture = load("res://my_texture.png")
    # Add it, centered.
    RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(-texture.get_size() / 2, texture.get_size()), texture)
    # Add the item, rotated 45 degrees and translated.
    var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30))
    RenderingServer.canvas_item_set_transform(ci_rid, xform)
    # Reset physics interpolation for this item.
    RenderingServer.canvas_item_reset_physics_interpolation(ci_rid)

The Canvas Item API in the server allows you to add draw primitives to it. Once added, they can't be modified. The Item needs to be cleared and the primitives re-added. This is not the case for setting the transform, which can be done as many times as desired.

Los primitivos se eliminan de esta manera:

RenderingServer.canvas_item_clear(ci_rid)

Instanciar una malla en el espacio 3D

Las API 3D son diferentes de las 2D, por lo que se debe utilizar la API de instanciación.

extends Node3D


# RenderingServer expects references to be kept around.
var mesh


func _ready():
    # Create a visual instance (for 3D).
    var instance = RenderingServer.instance_create()
    # Set the scenario from the world. This ensures it
    # appears with the same objects as the scene.
    var scenario = get_world_3d().scenario
    RenderingServer.instance_set_scenario(instance, scenario)
    # Add a mesh to it.
    # Remember to keep this reference.
    mesh = load("res://my_mesh.obj")
    RenderingServer.instance_set_base(instance, mesh)
    # Move the mesh around.
    var xform = Transform3D(Basis(), Vector3(2, 3, 0))
    RenderingServer.instance_set_transform(instance, xform)

Crear un RigidBody 2D y moviendo un sprite con este

This creates a RigidBody2D using the PhysicsServer2D API, and moves a CanvasItem when the body moves.

# PhysicsServer2D expects references to be kept around.
var body
var shape


func _body_moved(state, index):
    # Created your own canvas item; use it here.
    # `ci_rid` from the sprite example above needs to be moved to a
    # member variable (instead of within `_ready()`) so it can be referenced here.
    RenderingServer.canvas_item_set_transform(ci_rid, state.transform)


func _ready():
    # Create the body.
    body = PhysicsServer2D.body_create()
    PhysicsServer2D.body_set_mode(body, PhysicsServer2D.BODY_MODE_RIGID)
    # Add a shape.
    shape = PhysicsServer2D.rectangle_shape_create()
    # Set rectangle extents.
    PhysicsServer2D.shape_set_data(shape, Vector2(10, 10))
    # Make sure to keep the shape reference!
    PhysicsServer2D.body_add_shape(body, shape)
    # Set space, so it collides in the same space as current scene.
    PhysicsServer2D.body_set_space(body, get_world_2d().space)
    # Move initial position.
    PhysicsServer2D.body_set_state(body, PhysicsServer2D.BODY_STATE_TRANSFORM, Transform2D(0, Vector2(10, 20)))
    # Add the transform callback, when body moves
    # The last parameter is optional, can be used as index
    # if you have many bodies and a single callback.
    PhysicsServer2D.body_set_force_integration_callback(body, self, "_body_moved", 0)

    # Also create a sprite using RenderingServer here.
    # See the section above on creating a sprite.
    # ...

The 3D version should be very similar, as the 2D and 3D physics servers are identical (using RigidBody3D and PhysicsServer3D respectively).

Obtener datos de servidores

Try to never request any information from RenderingServer, PhysicsServer2D, or PhysicsServer3D by calling functions unless you know what you are doing. These servers will often run asynchronously for performance and calling any function that returns a value will stall them and force them to process anything pending until the function is actually called. This will severely decrease performance if you call them every frame (and it won't be obvious why).

Debido a esto, la mayoría de las API en dichos servidores están diseñadas de tal manera que ni siquiera es posible solicitar información de vuelta hasta que sea realmente un dato que pueda ser guardado.