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>its library pretty much covers what you need to make your average indie game

Hey, if GDScript could run my idea for a 3D Open hub Action RPG at 60fps with little concerns for performance, I'd have no issue.

But alas, my desire for a proper binding or directly tapping into the c++ comes out of necessity, not some pride as a "real game developer". It's not impossible for GDScript to one day become the WebASM of Godot, but we both know that WebASM was, and still is, decades in the making. I imagine it's simply faster to forge a fast path API and let the slow path work for non-performance intensive games.



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