#GDScript, C# or GDExtension?
9 messages · Page 1 of 1 (latest)
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
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
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
personally, use gdscript, its still reasonably fast
if you want to make it really fast anyway you would use something like a compute shader
though take this with a grain of salt as i'm still relatively new to godot
Hi. I am also working on minecraft 2.0. Want to work together?
I just DM'ed you 😄
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