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voodooEntity • today at 10:18 AM • 3 replies • view on HN

Was playing arround recently building an RTS with godot until i just hit the ceilling of what i could handle with gdscript performance wise.

Than started to move alot of heavy logic to c++ simulation : tedious indeed but the results speak for themself.

Basically allows me to use godot for things like menus dialogues and similar stuff while running the true heavy work in a c++ simulation.


Replies

8-prime • today at 11:30 AM

What motivated you to use c++ rather than C#? Especially when you mention the usage of c++ being tedious, when I would argue using C# is equally straight forward as gdscript is.

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momocowcow • today at 10:44 AM

gdscript is incredibly slow, worst than something like lua, maybe only good for handling the UI events

the hierarchy and physics api isn’t great either, it’s easy to hit heap allocs even from a gdextension

a lot of things wrong with this generic engine, but at least it’s lightweight

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droptablemain • today at 4:46 PM

Assuming it's a 2D game, why not just use something like SFML to build your own simple RTS engine at that point?

Seems like carrying a lot of Godot baggage around for nothing.

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