So, what profiling support is available to find the critical parts of your GDscript or C# code. Before needlessly jumping into c++ hassle for performance reasons? Tfa addresses functional reasons, which is ok.
I don't follow it that much, but I think there are no plans to improve GDscript performance other than maybe the interpreter itself, nothing with JIT or AOT in mind.
Also .NET integration has the issue it doesn't work in all target platforms, that is why Capcom and Unity have their own compilers to native code. Even when Unity finally adopts modern .NET, Native AOT naturally doesn't cover game consoles.
It's not up to .NET AOT, it's up to Xbox and Sony.
.NET can generate the code, but your game won't pass certification if it runs machine code generated by something other than the officially provided C/C++ tool chain.
I know. That's why it's too bad! It would probably (almost) just work if only it used the console's toolchain, which requires signing NDAs to even look at.
MeteorMarc · · focus · HN ↗
pjmlp · · focus · HN ↗
Also .NET integration has the issue it doesn't work in all target platforms, that is why Capcom and Unity have their own compilers to native code. Even when Unity finally adopts modern .NET, Native AOT naturally doesn't cover game consoles.
Rohansi · · focus · HN ↗
MindSpunk · · focus · HN ↗
.NET can generate the code, but your game won't pass certification if it runs machine code generated by something other than the officially provided C/C++ tool chain.
Rohansi · · focus · HN ↗