Legit_Spaghetti<p>So I have PDCs tracking targets accurately in <a href="https://mastodo.neoliber.al/tags/VR" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VR</span></a>, and this poses an interesting <a href="https://mastodo.neoliber.al/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> problem: How do you throw thousands of rounds per minute into a scene without tanking performance?</p><p>I want these projectiles to have travel time like real, physical bullets, but I don't want the overhead of actually having to instantiate thousands of physics objects.</p><p>So what I'll do is a time-delayed raycasting system to resolve hits from simulated bullets instead of real ones.</p><p>1/n</p><p><a href="https://mastodo.neoliber.al/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a></p>