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Would you be willing to add the code for the slower way (using nodes) to the Github repo?  I tried to duplicate the slow way and could not replicate a performance issue.  I'm probably missing something.  (See my fork of the repo at https://github.com/jhlothamer/bullet_spawner_test)  I do see a massive difference in the number of objects being created and maintained but, at least on my system, both methods hum along at 144 fps.  I would love to figure out what makes our node implementations so different.  Thanks!

Hey! gonna try to look for it, but I'm not sure if I saved that one...

However, Godot's optimization and good enough hardware can definitely run the "slow" version at very high fps, this implementation is more impactful on lower-end hardware.

There's also a possibility that the engine itself made several optimizations under the hood, but I'm not 100% sure about that. Still, for simple bullet hell games a moving node2d may be enough, but when there are a lot of things happening at once on the scene, the lower memory footprint each element has the better~