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Asked By | Dumuz |
For the past year now I’ve been teaching myself how to make a game in Godot and script using it’s language as I was told it was a good starting place. I’ve never touched programming or other scripts ever.
I have an intermediate grasp on the subject. However, looking over the introduction for gdscript, It talks about how it has lower performance than statically type languages.
How much will using GDScript effected the overall performance of my game and what issues does it face performance wise? Is it just longer load times potentially? Or is there a general lag for games that need more fast pace nuance?
I’ve seen this one enter link description here. Imao we need GDScript for easy use. For algoriithms that takes time and Data-oriented Design, I think GDNative is the best option.
dewcked | 2021-11-19 07:14
This is a bad example. The person that posted that video used their own custom implementation of path-finding. If they used a Navigation
node or an AStarNode
node, I’m 99% certain the path-finding is done in c++ even if you code the implementation in GDScript.
Path-finding is also one of the most computationally expensive things you can do on the fly in a game so comparing its performance difference is not indicative of typical performance differences. E.g. you’re not likely to get a 9x speed increase calling add_child()
in GDNative vs in GDScript.
timothybrentwood | 2021-11-19 14:40
I got a bad example here sorry. haha… But when someone need to implement things that is not already in Godot, GDNative would be the choiceable one.
dewcked | 2021-11-19 15:09
ps. I just stumbled over a nice quote that made me recall this question. It’s from the Alex Martelli at Google explaining their tech stack mantra:
“Python where we can, C++ where we must.”
You can substitute “python” for “gdscript” for the purpose of this discussion:
DaddyMonster | 2021-11-21 19:31