Re: The right way. Choose between C# and Python for audio game development
If games are slow, it can also just be badly designed. For example, if you have a machine gun which fires 80 times a second, you can either send 80 network events every second or send one on event and one off event with a timestamp and calculate things from there. If a specific game is slow you cannot conclude that every game written in that language will be slow.
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