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Log from 2019-03-12:
[01:19:49] *** Joins: physkets (~physkets@unaffiliated/physkets)
[08:24:06] <luke-jr> ct|kyle: century*
[10:02:26] *** Quits: physkets (~physkets@unaffiliated/physkets) (Quit: physkets)
[11:47:09] *** Joins: physkets (~physkets@unaffiliated/physkets)
[15:14:52] *** Quits: physkets (~physkets@unaffiliated/physkets) (Quit: physkets)
[15:34:11] <Armanelgtron> Center Y
[18:55:04] <Z-Man> Lucifer_arma: As I understand it, as long as you register your classes and methods and properties with Godot (and you have to do, otherwise you won't get timestep updates and such), all the scripting languages can be mixed without too much trouble.
[18:55:48] <Z-Man> Of course, you have the friction, performance wise, of translating calls and parameters to godot format and back where a direct interop would only have to do it once.
[18:58:27] <Z-Man> I don't think a pure <X> dedicated server is a worthwile goal. It would mean that you can't use any special engine features for the gameplay itself, like collision detection or map loading.
[18:58:52] <Z-Man> Of course, that also means not being married to an engine, so it's not all negative.
[18:59:58] <Z-Man> And yes, Godot has headless and server distributions. Don't ask me what the difference is.
[19:00:52] <Z-Man> Even the regular full featured engine can run in headless mode, AFAIK. It certainly can run individual .gd-scripts.
[19:02:29] <Z-Man> Might be relevant: Last time I checked, GDScript was about a factor 2 slower than Python for a simple test, not even calculating prime numbers. Might be relevant.
[19:03:21] <Z-Man> Neither should be put togehter with C(++/#), or Java on a non-logarithmic performance chart, naturally.
[22:24:00] *** Joins: Z-Man- (~Z-Man@p4FE3EC93.dip0.t-ipconnect.de)
[22:24:00] *** Quits: Z-Man (~Z-Man@p4FE3EBEB.dip0.t-ipconnect.de) (Killed (barjavel.freenode.net (Nickname regained by services)))
[22:24:00] *** Z-Man- is now known as Z-Man

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