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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
by dustbunny 10mo 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.
- deleted 10mo ago[deleted]
- enbugger 10mo agoI 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 10mo agoYou 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.