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dustbunny | 2 months ago

My main point is: if GDScript isn't good enough, go straight to c++ directly in the Engine.

I won't even get into how big of projects I've written in GDScript successfully.

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enbugger|2 months ago

I don't want to do manual memory management and pointer handling

I don't want to have any sort of undefined behavior

I want to have quick code reload button in the editor

I want to still rely of the engine official documentation with examples like it is with GDScript and C#

dustbunny|2 months ago

You likely won't need to do manual memory management nor think about undefined behavior. If your writing basic c++ to handle the simulation in a game, it's going to be pretty orthodox and these problems likely won't manifest.

The purpose of recommending c++ here is:

If GDScript is too slow, reach directly for C++.

I'm specifically recommending GDScript over C# for ease of use and c++ over C# for performance.