3 ms·
But then I have to code in those other languages, languages that require manual memory management that I'm not as familiar with. C# is many times faster than gd
by TulliusCicero 9mo ago
But then I have to code in those other languages, languages that require manual memory management that I'm not as familiar with. C# is many times faster than gdscript, and I don't have to think about memory hardly at all. And it's easy enough to code the whole game in it.
- cardanome 9mo agoYou can use C#. It is well supported except for the (currently) missing web target and Microsoft is funding C# support so it will not get abandoned. You can also use other garbage collected languages. I once tried the Lua bindings and they worked fine. The problem with C# is that its garbadge collection is not really suited for game dev. The creator of the Mono runtime actually calls using C# his Multi-million dollar mistake and instead works on swift bindings for Godot: https://www.youtube.com/watch?v=tzt36EGKEZo https://www.youtube.com/watch?v=tzt36EGKEZo But if you really love C# nothing is stopping you. I prefer GDScript.
- TulliusCicero 9mo agoI know, I already use C# for Godot. My original comment was just to explain why I don't use gdscript. Swift might be cool too, I've only used it a bit but I liked what I saw.
- mh2266 9mo agorust and swift don't require manual memory management. rust is RAII and swift is either value types or reference-counted. (yeah there are escape hatches, but it's weird to use them)