It's a classic fallacy of thinking "interpreter would be fast enough". Except here it's worse by not even getting the productivity advantage of automatic memory management!
No, use something actually good for gamescript, like C#, which is industry proven and has no issues interpreted languages suffer from.
I'm always baffled this even has to be said, yet enthusiast circles keep sabotaging themselves in assuming they can do better with techniques known to do worse.
No, use something actually good for gamescript, like C#, which is industry proven and has no issues interpreted languages suffer from.
I'm always baffled this even has to be said, yet enthusiast circles keep sabotaging themselves in assuming they can do better with techniques known to do worse.