More poignant examples would be `dirent.h` and `system`. Getting access to the file system on a console, or the ability to start up a process out of band is not allowed.
In the event that Godot becomes insolvent, the engine loses the ability to export to console. You must have a business entity to get access to those parts of the SDK. Losing the ability to go to console is a massive hit to the viability of the engine.
Unity’s implementation of C# is subpar to say the least. Watch the YouTube video, it demonstrates DragonRuby’s speed vs Unity. We can render twice as many sprites and are 1/8th the size.
We also expose C Extensions to the end user if they what blinding fast performance for critical paths.
Unity does also support C extensions... But due to cross platform mess it is not so popular (i guess).
> double the amount of sprites
It sounds a bit low?
My experience is that with instancing and 2d array textures (2d games usally uses spritesheets) can be much much faster then 2x. I would guess 20x-200x faster than unity.
Huh, number of sprites per frame has little to do with the speed of C# in Unity. If anything it shows that Unity's default sprite renderer is inefficient.
You have any data to back up that claim? Unity C# is very fast; especially, if compiled to IL2CPP. Your video doesn’t prove anything. Make a lot of moving transform hierarchies and see how they compare. Unity sucks at this, but I bet it will still outperform In your tests.