Godot 3D TPS Game: Using Kotlin or Java!

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  • Опубликовано: 19 дек 2024

Комментарии • 4

  • @greguar86
    @greguar86 3 дня назад

    can you use java 17 with maven instead of gradle ? what about debugging in intellij ? does it work with godot editor ?

    • @AntzGames
      @AntzGames  2 дня назад

      1. Like libGDX, the project uses gradle.
      2. See: godot-kotl.in/en/stable/user-guide/debugging/ for how to debug in Intellij.
      3. You can see your java code in the Godot Editor, but you need to develop java code in Intellij.
      P.S. all of the documentation is at: godot-kotl.in/en/stable/

  • @SebastienGuillemin
    @SebastienGuillemin 2 месяца назад

    I'm guessing the performance difference between the benchmark you posted (which was one big computation, and where kotlin performs really well) and this game (which performs many frequent calls, and where kotlin is behind gdscript) is due to the cost of crossing the JNI boundary for each call, right?

    • @AntzGames
      @AntzGames  2 месяца назад

      This is exactly correct. This project conducts benchmarks, and you can see the results here: github.com/utopia-rise/godot-kotlin-jvm/tree/master/harness/bunnymark
      They are working on batching the JNI calls and other performance goodies that will reduce the impact of the JNI calls.
      The interesting thing is with design changes to the BunnyMark code (they have 3 versions of it) you can make Godot Kotlin JVM 2.5x faster than GDScript all the way to 10% slower than GDScript. You can avoid the impact by making design changes in the node structure of your project.