It's such a bizarro world after a bunch of UE discussions to suddenly see people dismiss scripting concerns with "well just write that code in C++. Blueprints is slow". I'm usually the one saying that, but that's as a professional developer who needs to optimize all that stuff (and TBH the blueprint code tends to have some bad performance choices even before discussing the BP perf loss).
Hearing people dismiss the performance of something as basic as a raycast with "well just code in C++", while many people (including this founder) say that Godot focuses on simplicity sounds counter-intuitive. So is GDScript a lie for anything slightly intensive (and again, raycast. I'm using "intense" in the loosest of words) and I should simply make my whole game an engine module? But I keep hearing that "I should just try GDScript it's really easy and you come around to it!"
What i wrote wasn't making your whole game an engine module (i.e. writing everything in C++) but writing your intensive code in C++ and using scripting (be it blueprints, GDScript or whatever) to drive that intensive code.
There is nothing counterintutive in that, it is right in the name of scripting languages: they're meant to script behavior.
And the dismissal isn't about having a raycast being slow, but about using too many raycast queries in script to do something reusable that should be in native code in the first place. If your scripting language ends up in your performance profile chances are you are using it wrong.
The occasional raycast query in scripts to make a decision is fine, doing thousands of individual raycast queries from scripts is not - if nothing else, make an API that accepts multiple raycast queries at once, performs it in C++ in a single call (so you only get the scripting overhead for that single call) and gives the result back.
But IMO if, as mentioned in the article, you are going to make a controller that is to be used by multiple entities in the game, then you should make it in C++ - potentially with script hooks to customize the behavior, if needed.
Hearing people dismiss the performance of something as basic as a raycast with "well just code in C++", while many people (including this founder) say that Godot focuses on simplicity sounds counter-intuitive. So is GDScript a lie for anything slightly intensive (and again, raycast. I'm using "intense" in the loosest of words) and I should simply make my whole game an engine module? But I keep hearing that "I should just try GDScript it's really easy and you come around to it!"
Feels like a motte and bailey.