- cross-posted to:
- programming@programming.dev
- python@programming.dev
- cross-posted to:
- programming@programming.dev
- python@programming.dev
Good read, also a bit sad that in my case I probably won’t have as much benefits as people doing computation. Though thanks to this article I get better idea which projects are worth to explore.
I would ask about how these compare to Nim-lang, but seeing the number of options I instead ask: can any method of “faster” Python be used within Godot 4? This seems to complicate it, and I imagine someone else would still need to do the footwork and/or it’d require C/C++ knowledge.
This seems to complicate it, and I imagine someone else would still need to do the footwork and/or it’d require C/C++ knowledge.
It seems like GDScript is already way less dynamic than Python and a bunch of optimizations has been done accordingly.
I’m aware, but even if GDscript gets to the point where it’s getting compiled for performance that doesn’t really help as I don’t want to learn 2 languages (performant Godot code, performant non-Godot code) even if they are (somewhat) similar (also if there’s any overlap, needing to adapt code manually). I’d rather just need some extra context to get the performant language to work within Godot.
3.X had some pretty decent bindings, so I hope the 4.X bindings eventually make it back to that point at least and hopefully are improved (integrated) enough so there’s actually something to show for it.