[-] bram@gamedev.lgbt -1 points 1 year ago

@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

[-] bram@gamedev.lgbt 2 points 1 year ago

@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 ✨

[-] bram@gamedev.lgbt 5 points 1 year ago

@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 ✨

bram

joined 2 years ago