Closed Shfty closed 4 years ago
There is something really awesome about how accessible it all is if it;s in GDScript. Zero setup for someone to pick it apart and modify it. Certainly if performance seems to be an issue this is worth it though.
Done.
Since the geometry generation code is a brute-force algorithm across potentially large datasets (a.k.a. complex many-faced brushes), porting it to GDNative would be good for performance. This also opens up the possibility for the GDScript-side code to be strictly engine integration, making prospective ports to other engines easier.
This might conflict with the #4? Unsure of the status of multi-threading + GDNative, though I suppose the DLL could handle all of that native-side without involving Godot.