True true. I’m not trying to argue with you. I agree. But the thing is this is Godot. If people were on here trying to achieve pure performance they would just move to unreal and c++.
The reason why people use godots is because of accessibility and convenience. That’s why there’s GD script and a 64-bit integer default. These things help bring new people in. by automating away complexity at the cost of performance. Don’t act like it’s a stupid idea to give people a unit of measure that they’re familiar with.
Not stupid but not too bright either. It’s a waste of performance, potentially significant, and would need constant housekeeping in many parts of engine’s native code. Godot prides itself on being compact. Units are just a dubious bloat that goes against that lean-and-mean principle. There are no benefits I can think of, other than some convenience for people who think they need it because they got accustomed to it in software that emulates real world, like already mentioned cad or dtp apps, where, of course, it’s necessary.
Note that components in VectorX types are single precision floats, due to optimal interchange of data with the GPU. Slapping some arbitrary units in the midst of that is just asking for trouble on multiple accounts.
Please assume positive intent. I am laying out the negatives I see, but I am not calling the idea stupid. I would love to hear positives, and I do promise I would change my mind if given reason.
The feature would be added complexity though, both for the machine and users. Another setting to tweak, and since you don’t want to change scale mid-way through a project it would be best to scare new users with the option at project creation, as if (imo) picking one of three rendering devices doesn’t cause enough decision paralysis.
OP poses a valid question.
Question answered.
Case closed