From 3448ea889ad4a1876991bb4db6e3f5dd8340bc81 Mon Sep 17 00:00:00 2001 From: reduz Date: Sat, 20 Sep 2014 16:14:31 -0700 Subject: [PATCH] Updated tutorial_gdscript_efficiently (markdown) --- tutorial_gdscript_efficiently.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorial_gdscript_efficiently.md b/tutorial_gdscript_efficiently.md index d01bea0..f99896e 100644 --- a/tutorial_gdscript_efficiently.md +++ b/tutorial_gdscript_efficiently.md @@ -24,7 +24,7 @@ While the main cons are: - Less performance than statically typed languages. - More difficult to refactor (symbols can't be traced) -- Some errors only appear while running the code. +- Some errors that would typically be detected at compile time in statically typed languages only appear while running the code, because expression parsing is more strict. - Less flexibility for code-completion (some variable types are only known at run-time). This, translated to reality, means that Godot+GDScript are a combination designed to games very quickly and efficiently. For games that are very computationally intensive and can't benefit from the engine built-in tools (such as the Vector types, Physics Engine, Math library, etc), the possibility of using C++ is present too. This allows to still create the entire game in GDScript and add small bits of C++ in the areas that need a boost.