diff --git a/godot/BOX3D_ENGINE_NOTES.md b/godot/BOX3D_ENGINE_NOTES.md index 0112313..79c4ab1 100644 --- a/godot/BOX3D_ENGINE_NOTES.md +++ b/godot/BOX3D_ENGINE_NOTES.md @@ -33,6 +33,12 @@ sysctl -n hw.ncpu # 32 — do NOT use this Within the performance cores the threading scales well: upstream's M2 Air `joint_grid` figures are 1,089 ms single-threaded → 309 ms on 4 threads (**3.52×**). +> **Status in godot-box3d (verified 2026-08-06 against the commit vendored in `bin/`):** the +> binding hardcodes `def.workerCount = 1` in `src/spaces/box3d_space_3d.cpp` and wires no task +> system, so Godot runs Box3D **single-threaded** — there is no worker setting to cap, and the +> E-core trap can't trigger through Godot today. This section applies to the raw benchmark +> harness below, and becomes load-bearing the day the binding grows threading. + Caveat on the table above: it is one scene (8,002 bodies / 40,444 contacts), best-of-4 runs, and the low-thread-count rows of that particular sweep were lost to a truncated capture. The *direction* is unambiguous and reproduces; treat the exact millisecond figures as indicative.