Compares Godot 3.1 scripting languages by rendering as many bunny sprites as possible at 60fps
https://github.com/cart/godot3-bunnymark.git
Renders an increasing number of bunny sprites until a stable 60fps is hit. This is a decent test of real world usage as it combines Godot api usage with raw computation. I plan to update this README whenever significant performance changes occur or when new languages are added. Feel free to contribute language implementations or improvements!
It is important to note that C#/Mono and GDNative are both very young. Its possible that their performance characteristics will change. Additionally, these are just a few benchmarks testing a few use cases. Please don't use them to say "Language X is better / faster than Language Y", we don't have enough data to make those assertions. If anything this proves that any of the choices below are viable. Choose the language that you are comfortable with and do your own testing to cover your own scenarios.
make` in the root of this project
* Build C# files
* run `msbuild /p:Configuration=Tools;DebugSymbols=false;Optimize=true` (some terminals might require escaping some of those symbols)
* Build nim files
* Setup headers and bindings using [these directions](https://pragmagic.github.io/godot-nim/master/index.html)
* run `nake build%%CODEBLOCK0%%sh run_benchmarks.sh%%CODEBLOCK1%%USER_HOME_DIRECTORY/.godot/app_userdata/Bunnymark/benchmark_results.json%%CODEBLOCK2%%scons p=x11 target=release_debug tools=yes builtin_openssl=yes module_mono_enabled=yes -j4 -use_lto=yes``