Im very new to godot and programming in general.
In gamemaker, i made a blood effect in a 2D plataformer game where a hit would spawn multiple blood drops. These drops would then fall (like a physics object) and have a % chance to "splat" on the bacckground, becoming a permanent part of the scenario. Blood drops that hit the ground (tileset) would "splat" on it and become part of the scenario.
In gamemaker, i made the blood drops objects affected by physics. Upon "splating", the objects would be destroyed and a red splat is then drawn on a surface (basically, it becomes a sprite).
In godot, I would be able to easily achieve the same effect using nodes, and just freezing them in place after they "splatted", however, i am worried about performance issues. My blood effect would use literally thousands of nodes on a single level. Would that be a problem?
Thanks for any help and sorry for bad english