Yeah, GDScript isnt fast and it doesnt need to be. Most games are just 'move thing' code
If you're doing deep computational loops then yes, you'll need something faster and there's plenty of options including compute shaders.
The beauty in GDscript is that you can work incredibly fast in it. As in, change your code while the game is running and see it in realtime. You can't iterate like that in most other languages.
So you make you game in gdscript efficiently, when its getting closer to release you port whats now mature code into C++ for the speed boost. An LLM will happily smash it out for you in minutes.
The main power advantage of the apple chips is when the system is mostly idle - under mid to high load power to watt has been comparable for a few years already (at least AMD and Apple, intel was way behind - but I guess they caught up recently). The main reason behind my M3 MBP back then wasn't so much power efficiency - but that I can get it with 96GB of RAM.
It's nice that I can go a full office day without charging - the previous x86 notebook couldn't, but a decent one from the M3 generation probably could as well. But also if I put proper load an that thing the Macbook battery is done in less than 2 hours.
I don't see how? it is a 50Wh battery. Even at 6W that is about 8h of usage? On what OS + workload on x86 are you seeing just 6W usage? Or is it that each day your usage is only 2 hours?
If you're doing deep computational loops then yes, you'll need something faster and there's plenty of options including compute shaders.
The beauty in GDscript is that you can work incredibly fast in it. As in, change your code while the game is running and see it in realtime. You can't iterate like that in most other languages.
So you make you game in gdscript efficiently, when its getting closer to release you port whats now mature code into C++ for the speed boost. An LLM will happily smash it out for you in minutes.
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