I won't even get into how big of projects I've written in GDScript successfully.
I don't want to have any sort of undefined behavior
I want to have quick code reload button in the editor
I want to still rely of the engine official documentation with examples like it is with GDScript and C#
It's very difficult to me, I generally stick to high level stuff , C#, JavaScript, Python, Dart, etc.
Not denigrating, genuine question.
Headers.
That's just the start. The C++ build system and package managers are the stuff if nightmares. Modern languages are significantly easier to use.
Don't get me wrong, if you offer a job with a 200k base salary and give me 6 months to learn C++ I'll do it. But I won't enjoy it, and I definitely won't do it as a hobby.
Pointers, manual memory management, and the design by committee standard library are not fun.
If performance is a concern, skip C# and go straight to c++. Now your ripping at max speed with the smallest binary! That's my whole point. GDScript + c++ is my point. Ditch C# it's not worth the squeeze.
Interpreter code is never faster than a dynamic compiler, otherwise what about doing games in Python?
As mentioned on my comment, GDextension experience kind of sucks.
GDScript is undoubtedly better integrated in the engine, but I would have expected C# compare more favorably in larger projects than the game jam sized projects I have made.
It compares several C# implementations of raycasts, never directly compares with GDScript, blames the C# performance on GDScript compatibility and has an strike-out'ed section advocating dropping of GDScript to improve C# performance!
Meanwhile, Godot's official documentation[1] actually does explicitly compare C# and GDScript, unlike the the article which just blames GDScript for C#'s numbers, claiming that C# wins in raw compute while having higher overhead calling into the engine
[1]: https://docs.godotengine.org/en/stable/about/faq.html#doc-fa...