Nathan (GDQuest)
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gdquest.bsky.social
Nathan (GDQuest)
@gdquest.bsky.social
Become a game developer with the Godot game engine!
Hundreds of free tutorials and open-source demos: http://gdquest.com
Thank you very much for the recommendation!
January 25, 2026 at 4:22 PM
Du coup, toi qui viens apprendre, tu te retrouves avec un logiciel 10 ou 100 fois plus complexe que ce dont tu as besoin, wt même avec un outil de programmation visuel, ça pèse sur ton usage au quotidien et augmente la charge cognitive quand tu apprends.
January 17, 2026 at 7:38 AM
On recommande souvent Unity ou Unreal. parce que ce sont des moteurs très connus et qu'il y a énormément de ressources pour apprendre et un large écosystème. Unreal c'est vraiment pensé pour faire des jeux comme Fortnite avec des très grosses équipes avant tout.
January 17, 2026 at 7:38 AM
Pour du hobby à temps partiel, dans tous les cas je ne recommanderais pas trop Unreal ou Unity qui sont vraiment d'énormes machines complexes. Ni forcément Godot qui est un entre deux plutôt pour les indies (quelque part entre GameMaker et unity).
January 17, 2026 at 7:38 AM
Ce qu'on apprend avec la programmation visuelle dans un outil comme Construct ou GameMaker (programmation avec des sortes de blocs d'événements, un peu comme RPG Maker) se transfère pas mal vers le code, si jamais tu voulais sauter le pas plus tard.
January 17, 2026 at 7:38 AM
Oui, la programmation visuelle, ça évite toutes les difficultés liées à la syntaxe, au début quand on écrit du code, on fait beaucoup de fautes de frappe et beaucoup d'erreurs de syntaxe et ça peut être frustrant.
January 17, 2026 at 7:38 AM
Déjà par rapport à pas mal de réponses que tu as reçues, plutôt que de partir sur un outil ou un autre, je te conseillerais de partir dans l'optique de tester plusieurs d'entre eux et faire de petites expériences pour voir lequel est le plus fun ou stimulant pour toi.
January 16, 2026 at 5:11 PM
Salut Avorpal! Ça fait longtemps.

Si tu as des questions particulières sur Godot ou besoin d'aide sur le choix d'un moteur, n'hésite pas à demander.

Je dirais que la meilleure recommandation va dépendre en partie de tes objectifs, du temps que tu as disponible, et de tes projets.
January 16, 2026 at 5:11 PM
Everything you add to this project is so playful! I love the attention to detail
December 29, 2025 at 9:41 AM
Because c# runs in a separate runtime, anytime you interface with the engine, there are one or more costs you have to pay. There are costs of converting data to and from C# plus the overhead of calling into the engine through a bridge
December 24, 2025 at 1:30 PM
In this case it would not work because the code is mainly calling engine functions and operating with engine data types. There's a big overhead when you do that in C#. Keeping the code as is, it might be equivalent or possibly slower than gdscript.
December 24, 2025 at 1:27 PM
Actually in this case, the overhead of C# calling into the engine is at least equivalent and probably higher than GDScript.

The big gains are only for heavy logic run exclusively inside of the C# runtime, like running performance intensive algorithm with pure C#.
December 24, 2025 at 1:25 PM
But again, I'm just saying, you know, that's if you measure the GDScript processing time itself is a/the bottleneck. Then with C++ the ceiling becomes much higher.
December 24, 2025 at 8:54 AM
I'd say it works especially well if you can build this script around having an array of characters and have all the logic where you loop over and update them. It's still worth trying once to know when to do the switch - depending on how you build the code it's more or less work to convert.
December 24, 2025 at 8:53 AM
Yes, exactly. That's the strength of GDExtension, especially if you co-locate and bundle a bunch of logic into one big function and entity like you seem to have: then the day you need it you can get speed gains by doing a one-to-one translation to C++.
December 24, 2025 at 8:53 AM
(Though this is a more minor gain, it's just small things the engine does notably for accessibility and ease of use that scale linearly with the number of entities)
December 24, 2025 at 7:48 AM
If you measure the GDScript processing time is the bottleneck it's worth doing. Also things like calling Dictionary.keys() has to build an array from scratch every frame, avoid lookups if possible on large numbers of entities.
December 24, 2025 at 7:46 AM
Regarding loops and calling small functions like this (functions that don't do a ton of work in the engine source code) you're looking at 1 to 2 orders of magnitude gains for the gdscript processing time itself.

Especially if you move more things to C++ and have your folks in a plain array.
December 24, 2025 at 7:46 AM
We made a pretty good team!
December 24, 2025 at 7:33 AM
I'm glad if this helps!
December 22, 2025 at 7:47 PM
Thanks for recommind it!

In the short term I'm mostly going to consolidate the existing material and work toward making maintenance and porting to Godot 4 easier later on. On the content side the past few days, I addressed the most pressing things.

Then later in 2026-2027 we'll iterate and refine
December 22, 2025 at 7:47 PM
It'll be the new front page of gdquest.com. It's a website, we're just making most of the technology that powers it from scratch to minimize tech debt, improve accessibility, end user performance (make the pages more lightweight, faster to load), and build performance
Learn to Make Games · GDQuest
Learn the techniques used by professionals to create games and beautiful sprites with Free, Open Source Software.
gdquest.com
November 15, 2025 at 12:27 PM