I wasn’t sure if I should post here or in the programming section but I will start here in hope to find more infos.
I managed to get something similar to what Ryan has shown during the GDC regarding the dynamic hitmasks (video: https://www.youtube.com/watch?v=Jz050a2OMXE).
I tried to go more in depth and add more effect to it. Right now, I have bullet hole and burning type damage working properly. I can merge both at the same time for example for explosion damage type.
The problem is, I am trying to implement a flamethrower.
The way I apply damage right now is everytime one of the projectile hit the character, it captures the UV map with a SphereMask and update the render target with the new texture using the node “Capture” of the SceneCapture2D.
It become really heavy on performance when too many projectile hit at the same time (I assume that there is too much scene capture done in the same frame?).
You can clearly see the fps drops on this video when the flames’ projectiles hit the character:
I was wondering if any of you guys have an idea on how I would be able to do these tasks in a separate thread or a way to optimize it.
Hoping you guys would be able to help me
Edit: ok I watched the video again and it looks like youtube interpolate between frames or something because the frame drop isn’t really visible. But trust me, there is a huge framedrop