Hello again.
Recently I played a few vampire–survivor games made with godot by friends, I found the bottleneck seems to be the sheer number of physics simulation of flying projectile collision–checking.
I did some reseach and found that there's an option in godot 4.0 project settings named " dedicated thead for physics", which seems to bind physics thread to a dedicated cpu thread, which should theoretically fix the performance problem related to collision stuff,. But my game crashed with that option enabled, after checking callstack and looking up the docs, it seems the option will make physics related function getter or return values inacessible outside _physics_process function, though I failed to find a sample or example of utilizing it.
So how do you use ths feature?
My guess would be making physics related operations queued in a list or stack and process the list inside _physics_process, though I dunno if It's the appropriate way of using Multi–Thread Physics feature.
Thank.