Writing log71 posts289 tagslatest Oct 23, 2026
Godot.
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Finding two causes of a walking stutter in a Godot game with a measuring harness
A Godot 4.6 game that streams its world in chunks froze for 0.1 to 0.3 seconds every time the player walked. A harness that walks the hero on its own and logs frame times found two causes: code scanning 19,000 nodes every physics tick, and code building and tearing down whole chunks in a single frame. After the fix, frames over 50 ms are gone.