Compiling typed Python (bernsteinbear.com)
from TheCee@programming.dev to programming_languages@programming.dev on 14 Sep 2023 05:52
https://programming.dev/post/2975194

#programming_languages

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takeda@lemmy.world on 14 Sep 2023 07:42 next collapse

Good read, also a bit sad that in my case I probably won’t have as much benefits as people doing computation. Though thanks to this article I get better idea which projects are worth to explore.

insomniac_lemon@kbin.social on 14 Sep 2023 08:23 collapse

I would ask about how these compare to Nim-lang, but seeing the number of options I instead ask: can any method of "faster" Python be used within Godot 4? This seems to complicate it, and I imagine someone else would still need to do the footwork and/or it'd require C/C++ knowledge.

TheCee@programming.dev on 14 Sep 2023 15:42 collapse

This seems to complicate it, and I imagine someone else would still need to do the footwork and/or it’d require C/C++ knowledge.

It seems like GDScript is already way less dynamic than Python and a bunch of optimizations has been done accordingly.

insomniac_lemon@kbin.social on 14 Sep 2023 18:50 collapse

I'm aware, but even if GDscript gets to the point where it's getting compiled for performance that doesn't really help as I don't want to learn 2 languages (performant Godot code, performant non-Godot code) even if they are (somewhat) similar (also if there's any overlap, needing to adapt code manually). I'd rather just need some extra context to get the performant language to work within Godot.

3.X had some pretty decent bindings, so I hope the 4.X bindings eventually make it back to that point at least and hopefully are improved (integrated) enough so there's actually something to show for it.