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I was curious to know if anyone ever performed some benchmark tests to see how fast is something written in Swift with SwiftGodot, compared to something written in plain GDScript or C# (and maybe to C++)
I have recently used Swift for other project, not game related, but still 3D related. I really like the language.
Godot integration with GDscript is superb and developing with it is such a joy. However, sometimes GDScript makes me worried on the performance side. Also some implementations are hard for me to swallow, like "everything is in a class".
So I will use it for small scripts, because it is fast to code and iterate over, but for heavy lifting I want to use something else.
I don't care about C# so my natural inclination is to go with C++.
Now I don't expect Swift to be as fast as C++ in all the situation, but Swift is much more joyful to code than C++ :)
I will hate to though to commit to Swift and find out later that I need to port everything back to C++ because it is too slow.
Oh, and of course I'm using Windows, because let's face it, if we are talking about Games, Windows still the MAIN platform to target.
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Hello,
I was curious to know if anyone ever performed some benchmark tests to see how fast is something written in Swift with SwiftGodot, compared to something written in plain GDScript or C# (and maybe to C++)
I have recently used Swift for other project, not game related, but still 3D related. I really like the language.
Godot integration with GDscript is superb and developing with it is such a joy. However, sometimes GDScript makes me worried on the performance side. Also some implementations are hard for me to swallow, like "everything is in a class".
So I will use it for small scripts, because it is fast to code and iterate over, but for heavy lifting I want to use something else.
I don't care about C# so my natural inclination is to go with C++.
Now I don't expect Swift to be as fast as C++ in all the situation, but Swift is much more joyful to code than C++ :)
I will hate to though to commit to Swift and find out later that I need to port everything back to C++ because it is too slow.
Oh, and of course I'm using Windows, because let's face it, if we are talking about Games, Windows still the MAIN platform to target.
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