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After looking into as many engines as I could find, I chose godot for a 2D game. I don't have significant game creation experience, but I've consumed a lot of
by willis936 7y ago
After looking into as many engines as I could find, I chose godot for a 2D game. I don't have significant game creation experience, but I've consumed a lot of media and pay close attention. While I'm not neck deep in development, GDScript seems perfectly reasonable. Most of what it's used for is in making things that are somewhat custom/demand labor anyway. Menus, object interactions, etc. It just takes a few days of playing around with test scenes.
What I have yet to try to tackle is the C import tool. Let's say I have a grid of many objects that interact with each other. I don't necessarily want GDScript to be running the logic for 10,000 objects (an extreme number, I'd likely limit it to less, but I still like the idea of keeping performance in mind). So C is a good choice. But suddenly I have to establish and maintain a big connection between GDScript and C. Everytime a feature is added it has to be added in several places. Maybe this is just the way things are done and I should just do the work. I'm worried it is the wrong way to do it.