this post was submitted on 18 Sep 2023
83 points (97.7% liked)

Godot

5855 readers
31 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] bram@gamedev.lgbt 5 points 1 year ago (2 children)

@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@midwest.social 4 points 1 year ago (2 children)

Are you sure this isn't selection bias?

Is it really that the the Godot approach is fast enough most of the time, or is it that everyone who needs perf has just decided to use something else.

[–] bram@gamedev.lgbt -1 points 1 year ago (1 children)

@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

[–] Octorine@midwest.social 2 points 1 year ago

Can you rephrase that? I don't follow.

[–] Ferk@kbin.social 1 points 1 year ago* (last edited 1 year ago) (1 children)

Thanks for the insight!
I assume you are talking about compiling a GDExtension using C or some lower level language, right? not C#
What I'm wondering is if it'd actually be more efficient to use C# than GDScript in Godot. Because I would have expected the opposite.

[–] bram@gamedev.lgbt 2 points 1 year ago (1 children)

@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@kbin.social 1 points 1 year ago

Thank you! that was very informative.