I'm creating a bullet-hell type of game and I am trying to optimize the basic enemies at most cause those will be present by the hundreds in the screen.
I had noticed that changing the animation from process to physics process had a great impact on performance, from my understanding it's because 1000 calls to process to animate was slowing down the FPS thus changing to a fixed 60 ticks per second process had a positive impact on the fps.
Following this logic I started to wonder about the possibility to set the animation of those entities to a process happening for example 24 ticks every second because the enemy animation does not impact any hitbox or physics process, it's just an mesh animation that would work fine being updated 24 times per second.
So my question consists in:
- Should I create a custom process like the physics process that runs 24 times per second instead of 60 of the physics?
- Can I achieve a similar result in any other way?