Performance cost of signals

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:bust_in_silhouette: Asked By Scruffy

Hi there, I’m planning out an evolution simulator, and looking at hundreds (if not, then thousands) of creatures running around.

I’m wondering about the performance costs of relying on using Signals emitted from multiple input nodes per creature, as opposed to just using a loop and running functions to check for each input node’s value instead.

I’m asking because I have noticed in other projects that if the CPU load is high, sometimes signals aren’t caught by receivers, so having possibly thousands of signals being emitted possibly simultaneously will change behaviours.

:bust_in_silhouette: Reply From: Scruffy

According to my responses at godot forums the signals are like function calls.