#GDScript, C# or GDExtension?

9 messages · Page 1 of 1 (latest)

ebon wadi
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If you've got 4 years in GDScript, stick to it

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I doubt you'll be able to beat bedrock performance given that it's made with it's own engine, but java should be easily beat

west lava
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anything involving 3d voxel operations tends to be compute heavy, you'd probably want to write those parts in c#/c++, not everything of course

radiant trellis
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Write in in gdscript at first as you know it better. If everything is neatly set into different scripts, you can easily replace a script with a more performant language like c++ or c# if the game becomes slow. Use the monitoring tools in the engine to see what scripts are the slowest and rewritethem first

sinful yarrow
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personally, use gdscript, its still reasonably fast

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if you want to make it really fast anyway you would use something like a compute shader

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though take this with a grain of salt as i'm still relatively new to godot

keen lotus
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Hi. I am also working on minecraft 2.0. Want to work together?
I just DM'ed you 😄

west lava
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there's this godot voxel extension that could provide inspiration: https://github.com/Zylann/godot_voxel, they did choose to do it in C++ because they override a lot of the rendering and such, depending on what you're trying to do you may not have to go that far, though if your goal is high performance with a lot of voxels it's unlikely you can do it with 100% gdscript