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Godot's FAQ makes some very good points, especially about GC, poor interop and inefficiencies language runtimes. But it feels like that reasoning focuses too mu
by yc12340 5y ago
Godot's FAQ makes some very good points, especially about GC, poor interop and inefficiencies language runtimes. But it feels like that reasoning focuses too much on the top interpreted languages (Javascript, Python, Lua etc).
Did Godot team considered using a compiled language like D with a bit of custom harness? Wouldn't customizing an existing object-oriented language be easier than designing a completely new one from scratch?
- PostThisTooFast 5y agoSeems like a good question. Shake, for example, was entirely a C/C++ compiler with special extensions for image processing. Therefore you could type C code directly into parameters' textboxes and it would run.