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This is one of GDScript’s right spots for sure. But if this is the performance bottleneck (in a dynamic scripting language) you’re facing, then maybe that bit of code should just be a GDExtension, written in C++.

I would imagine for most games the performance impact from this won’t matter much.




The problem in this case is not the potential performance bottleneck, but the bad ergonomics for a dev, that leads to the complain. The rest is consequence.

And to me it looks like pure language/stdlib problem. Like for me, the proposed solution looks ugly both from syntax and what is going on behind curtains perspective.

I would rather not to code in a language that makes/tolerates decisions like that.


I mean if this one thing is enough to turn you off, you do you. I find GDScript to be 98% good for a dynamic scripting language.

Personally I’d just reverse the array and then iterate it. It’s going to make about zero difference.

Every language has its sharp edges.




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