One day I asked on Google why Unreal engine is better than Unity the short answer was that Unreal uses C++ so every millisecond counts on big-scale AAA Games. less loading, better fps …
What if Gedot community follow the evolution of the language Mojo (python-like script faster than rust at this stage) i think it would be a game changer for the engine What do you think?
Skimming the docks… Mojo seems to be developed for AI-GPU and HPC acceleration. I’m not sure Godot fits into that category even if they say its general purpose. I doubt its JIT is really faster then other things. (that faster then rust claim is probably related to the AOT compilation).
You could integrate Mojo yourself, but I would rather use C++ for Godot, and its already supported.
You are right at some point it is still early, I’m a huge fan of C++ in raw performance and low-level control especially on mobile, to be honest, what drives me to this is that
According to a Reddit user’s experiment, Mojo appears to be significantly faster than C++. They implemented a simple code to find the 999999th prime number using the same algorithm in both languages.
[The results were astonishing: Mojo completed the task in just 5 seconds, while C++ took over 45 seconds
https://www.reddit.com/r/MojoProgramming/comments/18uaao3/seems_like_mojo_is_far_more_faster_than_c/
more over Mojo doesn’t use any optimization,
Mojo combines the usability of Python with the performance of C++. [It aims to unlock the programmability of AI hardware and the extensibility of AI models
and it can be used to train the enemy model on the Gedot engine just by choosing the game type why for now it C++
You should read the comments…
Mojo is compiled using LLVM; C++ can also be compiled using LLVM. There will be no intrinsic difference at the end of the day it’s still the same CPU and compiler.
This true that the user doesn’t have to enable optimizations, but untrue that it isn’t optimized.
I bet that mojo has written some slick assembly to do certain things really fast by default (like vector/matrix AI stuff). C++ you may have to enable some of those things in the compiler yourself, and do a little more coding upfront, but it can easily obtain the same performance if you know what you are doing.
Sure, but you would want to train outside the Godot engine then bring in the optimized AI network for inferencing. You wouldn’t want to train inside the game or editor, that would be to costly.
In Fact, using LLVM C++ is not a problem really as long as the end-up result is faster
it is more like two cars using the same engine but one is faster than the other, people don’t care about technology what matters is the results Rust is built on the LLVM compiler after all.
“You should read the comments…”
I have already seen all the comments some of them are nothing than a childish talk “fanboys fight” We don’t develop emotion for languages, what matters is performance factors, including its design choices, efficient memory management, and optimization techniques.
Modern languages like Mojo and Go seem to understand performance bottlenecks well
mojo combine the usability of Python with the performance of C++, back in the days some people rejected C++ over C telling that "C it a way better thant C++ "
As for Model training training deep learning models can take hours, days, or even weeks, depending on the complexity and dataset size what takes a full day in Python can now be done in minutes using Mojo, You know well that the Game iA is crucial for a successful game