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can godo handle 10 000 bullets of course it can even many more this demo by samuel is running in godot with 20 000 bullets on screen at 60 frames per second this uses c plus plus but what if we use gudus simpler scripting language gdscript using the powerful physics server youll easily get thousands on screen thats not as fast as c plus plus but still more than enough for the vast majority of us lets look at the naive and slow way first and then how you make your code run faster in godot if you use the most basic approach you may only get 1000 bullets at 60 frames per second in this example were using an area 2d node with a collision shape and a sprite when shooting we instantiate bullets and when they travel past their maximum range we delete them using the q3 function the result can be a bit disappointing however with a really simple change we can instantly double our performance by default all our bullets try to detect others every frame because of the default collision layer