Files
CosmicClash/Game/objects/ship.tscn
T
Josh Creek 96ff503fa8 perf(ship): merge non-tinted hull meshes into one node
Hull/Canopy/EngineGlowL/EngineGlowR are runtime-baked into one ArrayMesh
in _ready via SurfaceTool.append_from, dropping 4 MeshInstance3D children
to 1 (Nose/TailFin stay separate, they're retinted per-team). Skipped in
headless mode like the goal/arena_boundary visual builds, since physics
only cares about CollisionShape3D.

All 6 source surfaces (hull, canopy, engine_l x2, engine_r x2) carry
distinct materials, so this doesn't literally cut draw calls 6 to 3 as
TODO.md assumed — Godot still issues one draw call per surface regardless
of node count. The real win is scene-tree/transform overhead, not batching.
2026-08-04 18:16:02 +01:00

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[gd_scene load_steps=13 format=3 uid="uid://p07epxnh8wwp"]
[ext_resource type="Script" uid="uid://dyq1n7q1bqjps" path="res://scripts/ship.gd" id="1_efag7"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_nose.res" id="3_nose"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_tailfin.res" id="5_talfin"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_ship"]
friction = 0.1
bounce = 0.15
[sub_resource type="BoxShape3D" id="BoxShape3D_dsjou"]
size = Vector3(1, 1, 4)
[node name="Ship" type="RigidBody3D"]
mass = 5.0
physics_material_override = SubResource("PhysicsMaterial_ship")
inertia = Vector3(1, 1, 1)
script = ExtResource("1_efag7")
[node name="Nose" type="MeshInstance3D" parent="."]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
mesh = ExtResource("3_nose")
[node name="TailFin" type="MeshInstance3D" parent="."]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0.24, 0.72)
mesh = ExtResource("5_talfin")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoxShape3D_dsjou")