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I'm making a Tron clone, the trail of the cycles generates a lot of vertexes every second and they never disappear.
The render is a Mesh.Primitive_triangles type, I thought it would have been easy to render but after a while the game starts to go very slow.
What are the settings of the material (spatial) that I should use? Are there other ways to improve performance?

Idk if the image is visible

Godot version 3.2.3
in Engine by (18 points)
edited by

the picture is not visible, but whty do you need some many vertexes? I mean, the trail from trone is basically a long rectangle surface, you need like 4 vertexes per each motorcycle turn

The trail has to be rendered to create the collision even if you don't turn, so I need to create 4 vertexes every frame and update the collisions.

do you mean 4 vertexes or 4 additional vertexes?

if you mean 4 vertexes, and updating the position/collission on every frame is still too much for the engine, than maybe think about skipping some frames (it's not like anybody will notice if the collision trail is a few pixel shorter than what is supposed to be), and maybe find a way of placing the geometry update on a secondary thread.

if you mean 4 additional vertexes each frame, than go back to 4 vertexes only

I mean additional vertexes. Do you mean to change the vertex position of the same 4 vertexes and create new ones only when you turn?
I thought you couldn't change vertex position, also I don't know how to slow down the process method, i tried to use a timer but it doesn't seem to work

yes i mean that: i suppose you are using a Immediate geometry to create the trail, and i suppose you create a new array of point every frame, and pass this array of points into the immediate geometry using something similar to:

for p in array:

if this is what you do, you can keep doing that but limit the number of points to 4 for each turn. Eg:

var arr=PoolVector2Array()
func _ready();

func _process():
 if turning:
    arr.append(Vector2(motorcycle.translation.x, motorcycle.translation.z))
 for p in arr:
    $immediate_geometry.add_vertex(Vector3(p.x, 0, p.y))
    $immediate_geometry.add_vertex(Vector3(p.x, trail_height, p.y))
 $immediate_geometry.add_vertex(Vector3(motorcycle.x, 0, motorcycle.z))
 $immediate_geometry.add_vertex(Vector3(motorcycle.translation.x, trail_height, motorcycle.translation.z))

ImmediateGeometry is very slow (even for a few dozen vertices), I wouldn't recommend ever using it in Godot 3.x. Even with only 4 vertices, its use had to be replaced with a mesh in Sprite3D:

Actually I'm using a SurfaceTool inside a MeshInstance Node.
Immediate Geometry doesn't let you create collisions from meshes, that said I' going to try reducing the amount of vertexes as you said

Ok I'm noob and I can't fix the code myself. I created a timer for the generation of the vertexes, it has to be 0.017 seconds or less, or the trail is not rendered precisely.
A second timer creates the collision box every 0.07 seconds, it does improve performance if i increase the time, but i need the collisions to exist as soon as possible.
This is the code:

func _on_Timer_timeout():
if is_target and wr.get_ref():

    prev_point1 = Vector3(p.x,p.y+l,p.z)

    prev_point2 = Vector3(p.x,p.y-l,p.z)





func _on_Refresh_timeout():
get_parent().get_child(1).shape = mesh.create_trimesh_shape()

it's not clear what you have done since we are missing what prev_point and p are, but does this work or not?
if it works, do you notice any stuttering?

ps: i dont know if that's faster, and sometimes it brokes the collision shape, but have you thought about using scale?

pps: for the timer, i would have used a simple counter, like (but i dont know which method is the most efficient tbh)

var t=0
func _process(_delta):
  if t>refresh_time:

It works, but after a while the game gets slower. I thought about resizing the mesh, but it would scale it on both directions
prev points are the previous point that I used a vertexes, and p is the position of the player

yeah you have to scale it and move it at the same time.
strange though, if vertex count stays the same it shouldnt get worst over time

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