@Octorine i dont think its a question that's relevant, pragmatically.
it doesn't fundamentally matter if there is selection bias, because its not relevant for the design problem that the language integration solves
@Octorine i dont think its a question that's relevant, pragmatically.
it doesn't fundamentally matter if there is selection bias, because its not relevant for the design problem that the language integration solves
@Ferk we’re using Rust with GDNative
the reason not being performance, but language features (Rust makes it easy to have good safety guarantees)
C# is overall more performant than GDScript, but it is rare that you get to use that performance in a way that it makes a measurable difference
i always just tell people to work with what they know well and what makes them feel comfortable, thats the most important
great part about godot: you can run these languages side by side ✨
@Ferk hey, professional Godot developer here
i've ran a lot of projects over the years: you rarely make code that runs in a way that these inefficiencies become a problem.
in order for this to be the bottleneck, you need to run really efficient code already, which is what 99% of problems dont require
its more of a non-issue unless you're doing highly specific work :)
yes, technically you can reduce overhead by compiling a GDExtension, but for most people this is overkill ✨