on Godot is not the new Unity - The anatomy of a Godot API call · c/godot · -1 pts · 2y@Octorine i dont think its a question that's relevant, pragmatically. it doesn't fundamentally matter if there is selection bias, because its not relevant for the design problem that the language integration solves
on Godot is not the new Unity - The anatomy of a Godot API call · c/godot · 2 pts · 2y@Ferk we’re using Rust with GDNative the reason not being performance, but language features (Rust makes it easy to have good safety guarantees) C# is overall more performant than GDScript, but it is rare that you get to use that performance in a way that it makes a measurable difference i always just tell people to work with what they know well and what makes them feel comfortable, thats the most important great part about godot: you can run these languages side by side ✨
on Godot is not the new Unity - The anatomy of a Godot API call · c/godot · 5 pts · 2y@Ferk hey, professional Godot developer here i've ran a lot of projects over the years: you rarely make code that runs in a way that these inefficiencies become a problem. in order for this to be the bottleneck, you need to run really efficient code already, which is what 99% of problems dont require its more of a non-issue unless you're doing highly specific work :) yes, technically you can reduce overhead by compiling a GDExtension, but for most people this is overkill ✨
@Octorine i dont think its a question that's relevant, pragmatically.
it doesn't fundamentally matter if there is selection bias, because its not relevant for the design problem that the language integration solves
@Ferk we’re using Rust with GDNative
the reason not being performance, but language features (Rust makes it easy to have good safety guarantees)
C# is overall more performant than GDScript, but it is rare that you get to use that performance in a way that it makes a measurable difference
i always just tell people to work with what they know well and what makes them feel comfortable, thats the most important
great part about godot: you can run these languages side by side ✨
@Ferk hey, professional Godot developer here
i've ran a lot of projects over the years: you rarely make code that runs in a way that these inefficiencies become a problem.
in order for this to be the bottleneck, you need to run really efficient code already, which is what 99% of problems dont require
its more of a non-issue unless you're doing highly specific work :)
yes, technically you can reduce overhead by compiling a GDExtension, but for most people this is overkill ✨