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GDScript really is just a subset of Python and works really well. Remember Moonscript for Unity? Well GDScript is much better. GoDot FAQ: The short answer is,
by baldfat 8y ago
GDScript really is just a subset of Python and works really well. Remember Moonscript for Unity? Well GDScript is much better.
GoDot FAQ:
The short answer is, we'd rather a programmer does the small effort to learn GDScript so he or she later has a seamless experience, than attracting him or her with a familiar programming language that results in a worse experience. We are OK if you would rather not give Godot a chance because of this, but we strongly encourage you to try it and see the benefits yourself.
The official [languages] for Godot are GDScript and C++.
GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is very simple and easy to learn. Takes at much a day or two to get comfortable and it's very easy to see the benefits once you do. Please do the effort to learn GDScript, you will not regret it.
Godot C++ API is also efficient and easy to use (the entire Godot editor is made with this API), and an excellent tool to optimize parts of a project, but trying to use it instead of GDScript for an entire game is, in most cases, a waste of time.
- krapp 8y ago>The short answer is, we'd rather a programmer does the small effort to learn GDScript so he or she later has a seamless experience, than attracting him or her with a familiar programming language that results in a worse experience. The implication here being that all other programming languages used in game development are bound to be worse than GDScript? I'm learning Godot and while I'm not an expert at either yet, by any means, GDScript has yet to live up to that degree of hype for me. The only advantage it has over other languages is its status as the default for the engine, but I don't see it as an objectively better language than, say, C, C++, C# or Lua.
- sp33der89 8y agoI think they mean that GDScript is the best language for Godot. And at that time of writing it was, they tried several scripting languages(Lua, Python, Squirrel iirc) and none gave the 'seamless experience' that GDScript. Hell even the C# support at the beginning of Godot 3.0 was wonky. But they listened to the community and added support for adding your own scripting language and Mono support. Which is still a big positive.