UPDATE: This article has started an ongoing conversation with the Godot devs. They care about the issues raised, and would like to improve things. Significant improvements will almost certainly be made, although it’s still early days and it’s unclear what will change and by how much. I am encouraged by the response. I believe Godot’s future could be very bright indeed.
@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 ✨
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.
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