- Edited
The basic idea is, similar to the "blockout method" in level design, to first generate some raw executable code in GDScript and then,
if necessary, convert it into optimized and parallelized GDExtension C++ code.
The question now would be, if there are any tools or methods that could help with or support this process?
The following approaches seem to be interesting in this context:
https://github.com/godotengine/godot/issues/11068
https://github.com/minosvasilias/godot-copilot
So basically it's about two approaches:
- manually optimize the raw GDScript code and then automatically convert it into C/C++ code.
Here the question would be, which usable tools are there, which can convert GDScript code into C/C++ (GDExtension) code?
- convert GDScript code into (optimized, parallelized) C/C++ code automatically with an AI tool.
Since I don't have access to Chat-GPT and don't have the time to do extensive tests at the moment,
it would be interesting to know if someone has already made practical experiences with these AI asisstants
(especially concerning the development for Godot) and if the idea that such a tool can convert GDScript code into optimized
C/C++ code is realistic at all. Could this save time or would the effort to manually correct such an automatically generated code
be more time consuming than opimizing and converting it yourself? Due to technical limitations, probably only relatively short code segments could be converted anyway. Nevertheless, it would be interesting to test whether, for example, if specially trained LLMs could achieve some useful results.