#GDScript vs C# when handling a bunch of enemies
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When done correctly (chunks / quad tree) any language would be alright, when done incorrectly both langauge would show suboptimal performance. I assume iterating an array of sub 100k elements is fast enough in GDS as well.
yeah that is true implementation matters a lot. this is kind of what i thought as well but still i just thought asking would be better. thank you both