tutorials/best_practices/scenes_versus_scripts #113
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As a developer having almost little to no C++ experience I struggle to understand why Anonymous Types section is called as such. thanks <3 |
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I'm worried about the performance difference when using statements like "Script code like this is much slower than engine-side C++ code. Each instruction makes a call to the scripting API which leads to many "lookups" on the back-end to find the logic to execute." Isn't this how ALL Godot Scripts work? or is it only slower when using methods to add or edit instances? I hope that the section is just recommending to use Scenes to create predefined node trees over manually creating nodes via Script. |
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tutorials/best_practices/scenes_versus_scripts
We've already covered how scenes and scripts are different. Scripts define an engine class extension with imperative code, scenes with declarative code. Each system's capabilities are different as ...
https://docs.godotengine.org/en/stable/tutorials/best_practices/scenes_versus_scripts.html
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