| > It should be easy and it has been done before (but not maintained). Here's one such example of Ruby in Godot: https://github.com/onyxblade/godot-ruby > The problem is that it's just far slower than GDScript or C#. I'd say that depending on what you're doing, you can get away with a lot even in slower language runtimes, otherwise we'd be writing all of our game code in C, C++ or Rust (or other languages like that) only. I actually ported the Godot LOD plugin from GDScript to C# a while back to what the performance would be like between the two supported languages: https://blog.kronis.dev/articles/porting-the-godot-lod-plugi... and found that the performance was comparable (so language runtime performance itself doesn't matter that much) As long as you don't do too much number crunching every frame, you should be fine, especially if the engine itself does most of the heavy lifting. Of course, when it comes to the performance impact of interop between different languages/components, that might be a different story. But hey, it's not like challenges like that can't be overcome due to some inherent limitations, even the Unity game engine sees popularity of MoonScript (which runs Lua under the hood), as far as I can tell. And in regards to games in general, the whole S.T.A.L.K.E.R. game series used Lua for scripting, if my memory doesn't fail me. |