The 1st in a series of 10 Myths/Misconceptions you might encounter if you’re using/considering Godot and wondering if it’s worth it to pick up GDScript. #gamedev #godot #gdscript.
source
The 1st in a series of 10 Myths/Misconceptions you might encounter if you’re using/considering Godot and wondering if it’s worth it to pick up GDScript. #gamedev #godot #gdscript.
source
This is the 1st in a series. Keep an eye out for more in the coming days.
Am confused which language should we use ?😊
I love using godot
I literally dont give a damn what anyone says, I opened a blank project in Unreal and my computer literally could NOT handle it. Godot works no matter how much crap I throw in. Godot for life <3
this just isn't true at all, especially when writing performance-intensive online multiplayer games where every millisecond counts. gdscript is also just garbage for many other reasons
context matters.
for a more a "amateur" and simple game gz is fine and not any worse then ure5 and unity games.
especially with how often unity and ure5 games are just a bunch of cobbled together script modules, and now how often the code is ai generated, any optimization was killed
this is absolutely not true outside of doing small indie games. Unreal blueprints were to slow for all projects i worked on in my 10 years in the industry, unreals regular tick function in c++ was to slow as they trash the instruction cache. performance gets very real at some point
Yes and no. The issue with this question, is that it is also mostly asked by the people who understand game development the least. If you are completely new, you are scared that starting now with CDscript will make your game lag and unplayable somewhere in the future. You need experience in programming and game development what kind of tasks are just out of reach for GD script. The amount of people I see using GDscript to do voxel generation with Godot voxel tools for example, is insane. Something like that absolutely needs the performance of C#. While 90% of games (and 99% of game mechanics) would be fine in C#, some things just need the extra performance. Don't write a custom pathfinding implementation in GDscript, don't write procedural generation stuff in GD script. Absolutely write your player controller in GDscript.
So, it does matter that C# is more performant than GDscript, but only in rare situations. Those situations are also things beginners simply should not face. Start with a small simple game, there GD script will be fine. Don't try to build Minecraft as a first game.
Some people like to bitch at me for using Nodes when they aren’t strictly necessary. I’m like yall, the performance cost is infinitesimal compared to physics and rendering, and there’s no case for thousands of onscreen objects in my design, I’m good.
aka use languages based on what you need
saying that GDScript is slow it's just calling yourself bad at coding good optimizations for your game
basically it's a skill issue
Is it possible to compile GDscript so it becomes super fast ?
I recently watched a video about a guy who coded a program to calculate the Fibonacci numbers. He did it in C++. When people ran a Python version of the code, it beat it out. This was because the guy who wrote the C++ put a single command at the end of one of the lines of code that slowed the program down. However, when he removed that line the C++ code beat the python code by leaps and bounds. Coding is like any tool; it will ultimately depend on how you do it, just as much as your language. Also, as another point, with modern CPUs and GPUs, even if it performs slower, your end users will not notice it. Optimization for performance is essential, but the first and most important thing for beginner game developers is to write games that work. Build up the confidence with the language, and then learn how to do it better. Remember, the sort of thing is a marathon, not a Sprint. Practice makes perfect, so don't be afraid to write imperfect code, and don't sweat small things like this. Godot is a good game engine. It doesn't matter if one language is more performant than another as long as the tool works for you and your application.
Honestly if GDScript was good enough for Sega to build Sonic Colors them it’ll be good enough for whatever you want to do on it, though it’s definitely far better for 2D games.
My main complaint with GDscript is how bad the Godot code editor is. Can't even do simple things like bulk renaming or signature refactoring. I use Rider which helps a lot but having to switch between Godot and Rider is not ideal.
I got like 10+ fps by just declaring static variable types like
@var flag bool = false
Always do that, its a warn for a reason; it has to infer it.
Just code in assembly
This video is a bit misleading. While it is true that GDScript should only be used to glue together performant code (be it engine code or game-system code) similiar to Lua in other engines, it is unfortunatly used for code where it shoudn't be. I.e. iterating over large collections of game objects for example
i can switch from GDscript to C++ for any complex part make this bad argument.
GDScript = Gometry Dash Script
Ok but gdscript IS slower though, so if gdscript was just removed and replaced with c++ scripting then everyones games would be faster and more optimized. So therefore gdscript shouldnt exist and only holds the engine back. What benefit does gdscript even have? I cant think of any.