Why does Godot use Servers and RIDs?
Mircosoft Game Dev
SEPTEMBER 23, 2016
Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. Near Phase: Generating collision information of overlapping objects. How is this achieved? Neither need to retrieve data.
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