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Updated tutorial_gdscript_efficiently (markdown)
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@ -24,7 +24,7 @@ While the main cons are:
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- Less performance than statically typed languages.
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- More difficult to refactor (symbols can't be traced)
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- 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.
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- 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).
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- Less flexibility for code-completion (some variable types are only known at run-time).
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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.
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