What are the performance differences between Godot and Gamemaker?
I'm thinking about transferring my project from Gamemaker to Godot as I think the interface in Godot looks a lot nicer and flow of the Nodes based system seems smoother.
My main selling or breaking point is performance. What advantages/disadvantages does Godot have compared to gamemaker in the arena of performance?
One thing that jumped out at me is the fact that Godot does not have the seperate event categories like create event, step event etc. While this makes coding easier, I wonder if it will impact performance. In Gamemaker the create event basically runs only once whenever an instance is first created and doesn't run over and over and over again per step or frame, this allows you to instantiate constants and do some other things that you don't need to be constantly running per step.
Does Godot have anything similar to this? In Godot does everything within functions only run per step or do the things outside of functions also run per step? For instance, if you instantiate constants at the beginning of the script, will the CPU take time to pass through those lines even after the constant was created in a previous step?