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The anatomy of a Godot API call

sampruden.github.io

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Re: The anatomy of a Godot API call

#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 quickly if people start flocking to a tool.

Re: The anatomy of a Godot API call

#6
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.

Re: The anatomy of a Godot API call

#7
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.

Re: The anatomy of a Godot API call

#9
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…

[deleted]

Re: The anatomy of a Godot API call

#10
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 isn't slow
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