Hello Im new to programing in general. I want to create a blood effect such as this one: http://www.davetech.co.uk/gamemakersurfaceblood (link may take a while to load). In game maker, this is achieved using surfaces, transparent screens that you can draw onto. Drawings made into surfaces last until that surface is cleared. So, i wanted to create that same effect in godot. First, I tried using multiple nodes. Node2D where used as the moving blood drops, and those whould be substituted by sprite nodes (that would supposedly no processing power, cus they are just sprites) when they hit terrain. That did work as intended, but performance was terrible - blood caused massive performance drops. Next thing tried was using the draw command. A node2d called "BloodController" would register all the locations at wich blood splatted on terrain in a array, and each time a new splat was added, it would re-draw itself entirely, placing splat sprites where the drops collided. That also works, but the performance is still not good enough and, even tho lag should only be present whenever the controller updates (and draws all splats on the screen), the lag is constant. After a few splats are drawn, the framerate is lowered even without any new splats or active blood drops. After that, i tried using viewports, but i cant find a way to make them transparent.
Thanks for any help. Also, is https://godotengine.org help section dead? theres no answered questions in a long time.