Zagir Fabarisov
C++ software engineer with long years of writing corporate C++ code, now learning and applying performance oriented practices. Using Godot since 2015. Author of GDstudio, a rework of Godot Editor built for improving gamedev UX, and a personal experiment in the performance oriented practices mentioned before.
Session
I spent months inside Godot Editor's source code, rebuilding it into a multi-scene editor called GDstudio. Along the way the editor taught me a lot about Godot itself, and this talk is that story. What is a singleton, really? Why is the whole 3D editor a panel? What is a Node under the hood, and what does all that machinery cost? I bring Tracy measurements to answer that: instantiating just the editor's GUI takes seconds, and the editor is built from the same nodes, Controls and resources your game is. You will leave with practical performance knowledge for your game, and a few what-ifs about where Godot could go next.