I appreciate that the author crossed out his suggestion to remove gdscript vs removing it. I will give him credit for transparency. That doesn’t negate the original intent.
I am aware of the part about how this affects bindings for all languages. My point still stands that this is premature optimization. The author even admits, “In some projects 95% of the CPU load is in an algorithm which never touches the engine APIs. In that case, none of this matters.”
So again, if this is about performance then why not remove c# as well? If we’re to “tear it all down and start again” we might as well do it in rust. Oh? If I want a rust game engine I should look at Bevy. Is saying that really a second “wrong”?
I don’t have anything against this author specifically. I respect that they did more than simply look at the showcase screenshots to make their assessment. My initial comment was more a general expression of frustration with the prevailing attitude on various forums. I like reading r/godot to see individuals creating games, not creating grief. (Frankly, I found the Unity memes to be a bit mean spirited as well.) I acknowledge my initial comment did nothing to remedy the situation but I was tired of hearing it. I have since stopped reading that subreddit. Enjoy your c# crusade.
>My point still stands that this is premature optimization.
Given that the author knows they will make hundreds of raycasts a second, and that the perf suggested that they can at most make 700 for an entire 16hz frame, I can't agree in this case. This is the exact kind of "we'll fix it later" kind of unoptimization that makes gamers wonder why games still hit 30fps on modern hardware (I've worked on such a tile, in UE4. the engine doesn't save bad practices and useage).
>My initial comment was more a general expression of frustration with the prevailing attitude on various forums.
don't generalize your rants when you see a good example of criticism. That just lumps in the good with the bad and makes you look like you're lashing out at any criticism.
>Enjoy your c# crusade.
Enjoy prowling r/godot, I suppose. If that's the conclusion you gleam out of my comments, you fit right into Reddit. Making unrelated rants and being confused on the disagreement and seeing everyone as out to make your life specifically, miserable. Glad I left that behind months before it became fashionable to leave.
I am aware of the part about how this affects bindings for all languages. My point still stands that this is premature optimization. The author even admits, “In some projects 95% of the CPU load is in an algorithm which never touches the engine APIs. In that case, none of this matters.”
So again, if this is about performance then why not remove c# as well? If we’re to “tear it all down and start again” we might as well do it in rust. Oh? If I want a rust game engine I should look at Bevy. Is saying that really a second “wrong”?
I don’t have anything against this author specifically. I respect that they did more than simply look at the showcase screenshots to make their assessment. My initial comment was more a general expression of frustration with the prevailing attitude on various forums. I like reading r/godot to see individuals creating games, not creating grief. (Frankly, I found the Unity memes to be a bit mean spirited as well.) I acknowledge my initial comment did nothing to remedy the situation but I was tired of hearing it. I have since stopped reading that subreddit. Enjoy your c# crusade.