this post was submitted on 04 Jan 2025
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[โ€“] hisao@ani.social 2 points 6 months ago* (last edited 6 months ago) (1 children)

Good job writing this up! When I picked UPBGE I expected the only big performance concern to be highpoly deformations in rig animations, so I thought it's a no issue for me as I'm doing a very lowpoly thing. Eventually depsgraph turned out a massive problem and at this point every new dozen of objects added to scene hits FPS in mysterious ways, even when there are no constraints or anything like that on those particular objects. Overall I'm using maybe a two dozens of constraints and one simple geonodes setup in the scene, and being able to use those was one the biggest motivations to use UPBGE at all. Turned out they're really problematic due to depsgraph. I'm sticking with UPBGE for my current project, but I'm really considering moving on afterwards, the way I choose to organise everything in separate composable components hopefully going to make porting it simple. I actually ported enemy ai state machine from my other Godot project to UPGBE, and now it seems I'm going to port evolved version of it either back to Godot or maybe even Unity ๐Ÿ˜… Anyway, it's very fun and productive working with UPBGE, but performance is surprisingly too bad even for very simple lowpoly games, when they require a lot of dynamic objects in the scene.

[โ€“] blenderdumbass@lm.madiator.cloud 2 points 6 months ago* (last edited 6 months ago)

Funny, I chose UPBGE for 4 reasons, non of which effect depsgraph much:

  1. EEVEE
  2. I know how to use Blender
  3. The GPL License ( because I want my game to be GPL'd too )
  4. I know how to use Python

So I never felt like I'm missing out on Geonodes or whatever. And depsgraph was only an interesting challenge to tackle.