I am wondering if 1 cpu is enough for my godot project. It uses Kinematic bodies for all game pieces and they are moved by gdscript. That includes the gravity. The server would be headless. Would godot take advantage of multi-threading in this instance. What about the networking side. Multi-players connected sending signals to key states. And it would also be sending out Vector3 cordinates to multi-players.

Would godot take advantage of more than one core?

From what I remember reading, Godot is multithreaded in a few key areas. Sound, Rendering, and Physics (I believe) are all multithreaded through the various “Servers” they use. This is why you can only use the direct physics state in _physics_process, modify and play sounds through AudioStreamPlayer nodes (or the AudioServer directly), and so on.

From a performance perspective, using Kinematic bodies should be okay, as the physics should run on its own thread. I do not know if networking is on its own thread or not though.

That said, if you are really curious, you probably should ask someone like Reduz, who would have a much better idea on how multi threading workings in Godot :smile: