Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | yedi | |
Old Version | Published before Godot 3 was released. |
Yesterday, I have managed build the Godot engine for Windows. It was easy, just follow the “Compiling” instruction.
I have a project with large number of animation objects (around 800) and this project running absolutely fine on stable 2.0 version. The frame rate around 125 FPS.
I ran the same project on my build engine and performance was very bad. The frame rate around 5-6 FPS.
For build I used:
Engine source GitHub - godotengine/godot: Godot Engine – Multi-platform 2D and 3D game engine , (I have downloaded yesterday night and use AS IS)
Visual studio 2013
Window 7.0
And build with command lines (I built 3 times)
scons platform=windows
scons platform=windows bits=default/32/64
scons platform=windows bits=64
Questions:
What I am doing wrong? and why performance so different?
Have you build godot’s templates as well? Using new, just compiled Godot engine with older templates can cause many problems.
Freeman | 2016-02-29 00:29
May be I missed something. Are you talking about export templates?
No I didn’t and I didn’t export the project ether.
I follow this instruction Compiling for Windows — Godot Engine (latest) documentation in English
I just compiled the engine, then open the project with new compiled engine, and then run the project.
What steps I have missed? are they not in instruction?
yedi | 2016-02-29 01:29