this post was submitted on 18 Sep 2023
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TLDR - Godot's raycasting is considerably more memory intensive than Unity's. Using the Godot API to call its raycast in any language is much slower than simply using the builtin Node. Most of the performance woes are due to how GDScript is implemented: a slow, interpreted language (Python)
It's a fair complaint, Godot is far from perfect in many areas and may not be ideal for certain projects. This is fine, really. If it's possible to make the engine better, I hope the pull requests that do so get accepted
He did a small complaint that GDScript should be ditched. If you care entirely about performance, that is true. The problem, obviously, is that a lot of people, me included, rely on it instead of C#. For all intents and purposes, this is something that could be done, but it'd end up as a wholly separate branch of Godot that would end up with several incompatibilities, eventually becoming a different engine. In that case, it might be better to just check an alternative like Stride3D or Torque3D
I understand where the C# devs are coming from, but many of these unity devs experimenting need to understand C# was hardly a consideration before microsoft earmarked funds to push and develop support for the language in the engine.
I'd be heartbroken if gdscript was ever dropped for improved C# support, games are much more fun to write in gdscript. I hope both languages can become more integrated and performent without the sacrificing of the other.
I primarily write in C#, but I really like having GDScript in my pocket for when I need something done quickly or simply.
Yeah, I don't want GDscript to end up like Unityscript or boo-lang on unity.
After programming in gdscript for a couple of years I don't want to have to go back to C# ever again.
Unity also started out that way, but they dropped their Python-like and JavaScript-like languages after they realized that nobody used them. There wasn’t so much as a blip after that announcement, indicating that they were totally right on that.