• bram dingelstad :nb_flag:@gamedev.lgbt
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    10 months 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 ✨

    • Octorine@midwest.social
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      10 months ago

      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.