Godot can be a beast performance-wise, if you let it!
Here:
- 1000+ people (wearing orange) who are individually doing pathfinding at a higher resolution than the game's grid
- 1000+ plants (on and off cam) simulating growth based on environmental conditions
- All tiles are dynamically modulated based on environmental conditions of that particular tile
Graphics are lightweight, but this barely scratches the CPU as well. Everything is just a ton of nodes, no fancy trickery done with regard to performance. And even from here, many different cullings based on the game logic can be done to take this a step further, if that time comes!
How has the engine performed in your projects so far?