Updated tutorial_gdscript_efficiently (markdown)

reduz 2014-09-20 16:15:02 -07:00
parent 3448ea889a
commit 3fdccedbbc

@ -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 that would typically be detected at compile time in statically typed languages only appear while running the code, because expression parsing is more strict.
- 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.