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Anonymous /vg/527116559#527159085
6/12/2025, 4:32:01 PM
>making a RigidBody2D character controller in godot
>came up with two different methods to apply movement/rotation, but unsure which to use
I'm aware that this is going to be splitting hairs on modern hardware, but which option would be more efficient?
Are there any other reasons why one might be superior to the other?