|
|
|
|
|
by light_hue_1
1431 days ago
|
|
> I think that it's will be hard to mantain game that is heavy on simulation with a lot of moving parts... C++ I don't see why that would be. Godot has bindings for all sorts of languages including C#. Why would it be any harder to write C# code with Godot bindings than C# code with Unity bindings? |
|
Godot profiler for their "scripting" be it GDScript or C# is a dumpster fire. If you have a lot of objects and non-obvious performance drops it's really hard to find them.
In case you use C++ you will be able to use mature profilers for C++ projects like built-in one in Visual Studio or Xcode, Valgrind on Linux or some 3rd-party solution like Intel XE Studio. All of them are just 10000% better than what Godot have at this moment.