利用服务器进行优化

Engines like Godot provide increased ease of use thanks to their high-level constructs and features. Most of them are accessed and used via the scene system. Using nodes and resources simplifies project organization and asset management in complex games.

There are several drawbacks to this:

  • 那有一个额外复杂层。

  • 性能比直接使用简单API要低。

  • It is not possible to use multiple threads to control them.

  • 需要更多的内存.

In most cases, this is not really a problem. Godot is well-optimized, and most operations are handled with signals, which means no polling is required. Still, sometimes, we want to extract better performance from the hardware when other avenues of optimization have been exhausted. For example, dealing with tens of thousands of instances for something that needs to be processed every frame can be a bottleneck.

This type of situation makes programmers regret they are using a game engine and wish they could go back to a more handcrafted, low-level implementation of game code.

当然,Godot的设计工作中还是可以解决这个问题.

参见

You can see how using low-level servers works in action using the Bullet Shower demo project.

服务器

One of the most interesting design decisions for Godot is the fact that the whole scene system is optional. While it is not possible to compile it out, it can be completely bypassed.

At the core, Godot uses the concept of Servers. They are low-level APIs to control rendering, physics, sound, etc. The scene system is built on top of them and uses them directly. The most common servers are:

Explore their APIs, and you will realize that all the functions provided are low-level implementations of everything Godot allows you to do using nodes.

RID

使用服务器的关键是理解资源 ID(Resource ID,即 RID)对象。这些对象是服务器实现的非公开的句柄。它们是手动分配和释放的。几乎服务器中的每个功能都需要 RID 来访问实际的资源。

大多数 Godot 节点和资源都包含这些来自服务内部的 RID,它们可以通过不同的函数获得。事实上,任何继承 Resource 的东西都可以直接转换成 RID。不过并不是所有资源都包含 RID:在这种情况下,RID 为空。可以用 RID 的形式将资源传递给服务器 API。

警告

Resources are reference-counted (see RefCounted), and references to a resource's RID are not counted when determining whether the resource is still in use. Make sure to keep a reference to the resource outside the server. Otherwise, both the resource and its RID will be erased.

对于节点来说, 有很多函数功能可以使用:

请尝试探索你所熟悉的节点和资源,找到获得服务器 RID 的功能。

不建议控制已经有节点关联的对象的 RID。服务器函数应始终用于创建和控制新的对象、与现有对象进行交互。

创建精灵

This is an example of how to create a sprite from code and move it using the low-level CanvasItem API.

备注

When creating canvas items using the RenderingServer, you should reset physics interpolation on the first frame using RenderingServer.canvas_item_reset_physics_interpolation(). This ensures proper synchronization between the rendering and physics systems.

If this is not done, the canvas item may appear to teleport in when the scene is loaded, rather than appearing directly at its intended location.

extends Node2D


# RenderingServer expects references to be kept around.
var texture


func _ready():
    # Create a canvas item, child of this node.
    var ci_rid = RenderingServer.canvas_item_create()
    # Make this node the parent.
    RenderingServer.canvas_item_set_parent(ci_rid, get_canvas_item())
    # Draw a texture on it.
    # Remember to keep this reference.
    texture = load("res://my_texture.png")
    # Add it, centered.
    RenderingServer.canvas_item_add_texture_rect(ci_rid, Rect2(-texture.get_size() / 2, texture.get_size()), texture)
    # Add the item, rotated 45 degrees and translated.
    var xform = Transform2D().rotated(deg_to_rad(45)).translated(Vector2(20, 30))
    RenderingServer.canvas_item_set_transform(ci_rid, xform)
    # Reset physics interpolation for this item.
    RenderingServer.canvas_item_reset_physics_interpolation(ci_rid)

The Canvas Item API in the server allows you to add draw primitives to it. Once added, they can't be modified. The Item needs to be cleared and the primitives re-added. This is not the case for setting the transform, which can be done as many times as desired.

图元的清除方式为:

RenderingServer.canvas_item_clear(ci_rid)

将网格实例化到 3D 空间

3D API 与 2D API 不同,所以必须使用实例化 API。

extends Node3D


# RenderingServer expects references to be kept around.
var mesh


func _ready():
    # Create a visual instance (for 3D).
    var instance = RenderingServer.instance_create()
    # Set the scenario from the world. This ensures it
    # appears with the same objects as the scene.
    var scenario = get_world_3d().scenario
    RenderingServer.instance_set_scenario(instance, scenario)
    # Add a mesh to it.
    # Remember to keep this reference.
    mesh = load("res://my_mesh.obj")
    RenderingServer.instance_set_base(instance, mesh)
    # Move the mesh around.
    var xform = Transform3D(Basis(), Vector3(2, 3, 0))
    RenderingServer.instance_set_transform(instance, xform)

创建 2D 刚体并使用它移动精灵

This creates a RigidBody2D using the PhysicsServer2D API, and moves a CanvasItem when the body moves.

# PhysicsServer2D expects references to be kept around.
var body
var shape


func _body_moved(state, index):
    # Created your own canvas item; use it here.
    # `ci_rid` from the sprite example above needs to be moved to a
    # member variable (instead of within `_ready()`) so it can be referenced here.
    RenderingServer.canvas_item_set_transform(ci_rid, state.transform)


func _ready():
    # Create the body.
    body = PhysicsServer2D.body_create()
    PhysicsServer2D.body_set_mode(body, PhysicsServer2D.BODY_MODE_RIGID)
    # Add a shape.
    shape = PhysicsServer2D.rectangle_shape_create()
    # Set rectangle extents.
    PhysicsServer2D.shape_set_data(shape, Vector2(10, 10))
    # Make sure to keep the shape reference!
    PhysicsServer2D.body_add_shape(body, shape)
    # Set space, so it collides in the same space as current scene.
    PhysicsServer2D.body_set_space(body, get_world_2d().space)
    # Move initial position.
    PhysicsServer2D.body_set_state(body, PhysicsServer2D.BODY_STATE_TRANSFORM, Transform2D(0, Vector2(10, 20)))
    # Add the transform callback, when body moves
    # The last parameter is optional, can be used as index
    # if you have many bodies and a single callback.
    PhysicsServer2D.body_set_force_integration_callback(body, self, "_body_moved", 0)

    # Also create a sprite using RenderingServer here.
    # See the section above on creating a sprite.
    # ...

The 3D version should be very similar, as the 2D and 3D physics servers are identical (using RigidBody3D and PhysicsServer3D respectively).

从服务器获取数据

Try to never request any information from RenderingServer, PhysicsServer2D, or PhysicsServer3D by calling functions unless you know what you are doing. These servers will often run asynchronously for performance and calling any function that returns a value will stall them and force them to process anything pending until the function is actually called. This will severely decrease performance if you call them every frame (and it won't be obvious why).

正因为如此, 这类服务器中的大部分API都被设计成连信息都无法请求回来, 直到这是可以保存的实际数据.