How JavaScript beats GameMaker Language (GML)

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  • One thing to consider -

    If you worked for years on a project and found a bottleneck with your event blocks, you have a possible option to try and implement javascript with any of the more cpu-heavy parts of your event blocks. Sure, most will think "uhh but I don't know javascript" BUT, you are not stuck at a dead-end, you could ask community members or post on the forums explaining what you're trying to do, and some javascript god might end up offering suggestions or a path to go down in order to achieve what you want.

    It may be that not a lot of people will not utilise this, but if someone finds themselves needing to eek out some more performance somewhere for their huge complex multi-system RPG project, then it's amazing we have the option to go to the core and try to gain even more performance.