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by badsectoracula 1003 days ago
FWIW from the comments i've seen on Reddit it seems that some of the reasons he brought up for wanting to do so many raycasts are already covered by Godot's functionality (in C++).

Also IMO unless you want to share C++ plugins with others (via GDExtension), if you are making a game with it you'd want to modify the engine itself for any non-trivial functionality anyway. Again, the situation he describes sounds like it would be much better done by writing the reusable controller itself as a node written in C++ inside the engine itself (not via GDExtension) that uses the fast physics API directly.

Basically what he describes is an issue only in specific situations and not something that would really stop someone from making their game.

1 comments

I read that thread too and he just seems like a bunch of people denying there's a problem. The sibling reply here rather contradicts your point as do several others replies in the Reddit thread.