Godot does have a low CPU mode that limits screen refreshes until something is interacted with on screen or animated, it's what the actual editor uses. I'm not sure whether it works on web exports though.
All builds (except for server/headless build which is Linux only) are available for Linux, macos and Windows as binaries. This includes the standard build and the Mono build. All builds are also capable of loading dynamic libraries at runtime which you can write in C++.
I'm not sure what you mean. The engine is written in C++. There is the standard build which comes with GDScript and the Mono build which also has C# support. Both support dynamic libraries. You can download the source and compile it very easily on any platform if that's what you're after?
If having to click on the logo to go to the home page sends you into such an apoplectic rage then I don't know what to tell you. If you look at, for instance, the .NET Core 3.0 release notes[1] there is no mention in the first few paragraphs of what it is. You have to click away to see it.
"I am repeatedly astonished that such elementary reasoning seems beyond so many."
Perhaps you're just wrong? If everywhere you go smells like shit you should check your shoes.
Release notes for a new version are not the place to list all the features of the engine. You can literally click on the home page and see "Object-oriented API with language options such as GDScript, C#, C++ and visual scripting.".
If people give up "in disgust" because they can't find what language the engine uses for scripting immediately in the first sentence of a release announcement then they're probably not cut out for making any kind of software which requires digging through documentation.
I made one that consumed the HN API a little while ago (maybe a year?) using the fphttpclient library bundled with Lazarus. It was pretty simple to use and all the documentation is on the wiki[1]. It is a lot more low level than I am used to personally but it was fun nonetheless.
Clojure For The Brave And True is where I learnt Clojure and I can personally recommend it as a good read. It does start out slowly but the FP concepts can be a little tricky to grok coming from an OO background.
Honestly the Tour of Go on their site is pretty good for just diving into it. You can probably just skim the first few chapters just to get familiar with the syntax.
> It's not facebook's fault people are uninterested and uneducated. Every company has one responsibility and one responsibility only - to make money for investors.
I 100% disagree with this statement. It's the equivalent of saying "A human has one responsibility and one responsibility only - stay alive" to hand-wave away criminal activity. Is BP not responsible for their oil spill in the Gulf because they still make money? Should pharmaceutical companies not have to put side effects on their product labels because the consumer should have educated themselves on how these chemicals affect your body?
I get that companies have been doing this for a long time and people should know this, but it hasn't been happening on this scale before, nor with the amount of computing power we have today to do some frankly frightening things.
Ease of use? Godot is probably the best in class for that in my opinion, but if you prefer text interfaces over GUIs then Love2D is very good. As far as frameworks go it is extremely simple to get going, well documented, and has plenty (not an over-abundance, but certainly enough) of libraries to make simple or complex games with.
Godot gives you a lot more to work with as far as built in functionality as well. For instance if you don't want to use the Love physics library (it is very heavy for most tasks) you're going to have to write your own collision detection or use a 3rd party library (I recommend Bump).
Performance? I recall seeing a forum post to do with the bunnymark test where Love edged out Godot by a reasonable margin in naive tests. Once Love was optimised then it was impressively fast in comparison, but from what I remember no one tried optimising the Godot implementation.
That is just rendering. I don't know of any comparisons as far as processing speed goes. GDScript has been called slow but it's plenty fast for most use cases. Love2D uses LuaJIT which is probably the fastest dynamic interpreted language there is.
Honestly for 2D I sincerely doubt you're going to hit the limits of either engine, and they're both fantastic.
I'm always impressed by your ability to keep cool when someone seems to be making a personal attack (though I'd like to assume they aren't). I think Elm/Evan is lucky to have you as a kind of evangelist.
From what I recall they decided against full Python support in favour of a C "API" that people can bind their favourite languages to. There's already Python, Nim, and D as well as some early support for Rust.
Have you run the chicken compiler with the -deploy flag? It doesn't create a statically linked binary but does dynamically link all the libraries with the binary in a single folder.
Well if my experience with py2exe is anything to go by raco distribute actually works 100% of the time so that's a pretty enormous improvement. Though I must admit my experience with py2exe is not particularly extensive.
Well you can deploy the executable file to a server if it has the Racket runtime just like Python, Ruby etc. But there is a tool called `raco distribute` that will bundle the executable and the runtime into a folder that you can then distribute to anyone.