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Comment by m4nu3l

I'm currently using Godot 3 for my solo indie project. It's a six-degrees of freedom space shooter. I use rigid bodies and physics very extensively, but what have proved to be very hard-to-remove bottlenecks were the scene tree and scripts.

At some point the game was spending more time on those things that on the physics simulation.

I have rewritten some code in C++ over time and parallelized as much as I can. However I'm starting to think that scripting languages are a false economy. There is no intrinsic reason you can't have a concise and easy to use language that can be quickly (in debug mode) compiled to the metal and dynamically linked to the project.

I might look at godot-rust at some point although It's a bit late considering the amount of code I have written already.

parent m4nu3l 4 years ago

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