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The anatomy of a Godot API call

sampruden.github.io

11–20 of 195 posts

Re: The anatomy of a Godot API call

#11

Sounds a lot like Unity to me.

Yes, I was under the impression that Unity was also slow and people who use it don't particularly care because it's still fast enough for their purposes.

But with so many eyes on Godot now, I can only see it getting better.

Re: The anatomy of a Godot API call

#14
So the decision for slow interop is caused by choosing to have parity between GDScript and C# because the former forces the types to be heap-allocated...and community might dislike a performance-friendly change which will break the parity in favour of C#.

To be honest, if Godot embraces it becoming the Noah's Ark for Unity developers and prioritizes C# over GDScript to improve performance, it could be good both for Godot and C# ecosystems, and more emphasis on the ability to use very rich selection of libraries written for .NET would not hurt either.

Re: The anatomy of a Godot API call

#16

This matches up with what I've heard from people with experience in both Unity and Godot. As convenient as it would be if Godot was ready to swap in for Unity, it's got some significant issues that would make that difficult to unfeasible for many people.

Nobody suggested that Godot was on par with Unity. The hope is that resources get diverted away from Unity towards Godot so that it can develop into a top-notch game engine. It's time to stop waiting and start working on Godot.

Re: The anatomy of a Godot API call

#17
post #5

The thesis of the article appears to be > However, one major issue holds it back - the binding layer between engine code and gameplay code is structurally built to be slow in ways which are very hard to fix without tearing everything down and rebuilding the entire API from scratch. If there is one thing I've learned from the prevalence of Java, or JavaScript, is that performance problems will get sorted out fairly qu…

JavaScript is fast because it is used by every person every day, so lots of smart people from big companies put lots of thought how to make it fast, and I still get a feeling of overwhelming anger when browsing the new web Reddit on a 4-years old phone. Godot is a game engine supported by a community (not big companies).

They are not really comparable. And sometimes, there are still performance ceilings imposed by a nature of the tool.

Re: The anatomy of a Godot API call

#19
post #5

The thesis of the article appears to be > However, one major issue holds it back - the binding layer between engine code and gameplay code is structurally built to be slow in ways which are very hard to fix without tearing everything down and rebuilding the entire API from scratch. If there is one thing I've learned from the prevalence of Java, or JavaScript, is that performance problems will get sorted out fairly qu…

Javascript still remains slow. Java is fast enough that it doesn't matter. However, no one will use Java to build Linux kernel.

JavaScript is very fast if you want/need it to be. Emscripten/asm.js approach is in the same category as native for example. Your simple code won't be too fast, but not all code needs to be.

Also, have you heard of JavaOS? https://en.m.wikipedia.org/wiki/JavaOS

Re: The anatomy of a Godot API call

#20
post #5

The thesis of the article appears to be > However, one major issue holds it back - the binding layer between engine code and gameplay code is structurally built to be slow in ways which are very hard to fix without tearing everything down and rebuilding the entire API from scratch. If there is one thing I've learned from the prevalence of Java, or JavaScript, is that performance problems will get sorted out fairly qu…

Javascript still remains slow. Java is fast enough that it doesn't matter. However, no one will use Java to build Linux kernel.

Define slow. JS is plenty fast for a dynamic language.
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