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Before going into optimizing for multiple threads, let's first take a look at the typical order of execution of the main blocks of a gameengine. Research on gameengine optimization for multiple threads at the time resulted in documentation and papers for a new technique named job scheduling. How is this achieved?
The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in gameengines today, such as: Full principled BSDF. Bullet Physics backend. Auto-tiling in tile maps. Help make Godot better!
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