This is a sequel to my video on multimesh bullets. This time I tried out the physics server to create RID bullets instead of instantiating bullet nodes. In fact, I'm not using nodes at all in this bullet system. Instead, I'm creating and shooting 'opaque' objects via the physic server and using the transform data that I get from the engine to manipulate multimesh instances. Effectively, all bullets are a single mesh (single draw call) which offers a nice boost to Godot's 3d performance.