| ▲ | joha4270 5 hours ago | ||||||||||||||||
I don't see how this article could possibly support the argument that C# is slower than GDScript It compares several C# implementations of raycasts, never directly compares with GDScript, blames the C# performance on GDScript compatibility and has an strike-out'ed section advocating dropping of GDScript to improve C# performance! Meanwhile, Godot's official documentation[1] actually does explicitly compare C# and GDScript, unlike the the article which just blames GDScript for C#'s numbers, claiming that C# wins in raw compute while having higher overhead calling into the engine [1]: https://docs.godotengine.org/en/stable/about/faq.html#doc-fa... | |||||||||||||||||
| ▲ | et1337 5 hours ago | parent [-] | ||||||||||||||||
My post could have been a bit longer. It seems to have been misunderstood. I use GDScript because it’s currently the best supported language in Godot. Most of the ecosystem is GDScript. C# feels a bit bolted-on. (See: binding overhead) If the situation were reversed, I’d be using C#. That’s one technical reason to prefer GDScript. But you’re free to choose C# for any number of reasons, I’m just trying to answer the question. | |||||||||||||||||
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