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. generating terrain), because each thread can create content, then register it via a single channel. How is this achieved?
Let's personalize your content