3 ms·
Performance is a feature. If you want your game to have as large a playerbase as possible, it needs to perform well even on bad hardware. I strongly suspect t
by suby 8y ago
Performance is a feature. If you want your game to have as large a playerbase as possible, it needs to perform well even on bad hardware.
I strongly suspect that most people will write their entire game in an engines default language. Especially in this case where the much advertised best alternative (C#) gives you a warning on startup about not being production ready.
Yes, C# is probably integrated due to its success in Unity, but it's a sane choice. I would argue more so than GDScript. C# has better performance, tooling, support, not to mention an existing userbase of people who already know (and I'm sure many of whom like) the language.
Ignoring C#, they cannot be breaking their API for writing native code. I'm not sure if it was a one time thing, or if it will continue going into future releases, but they absolutely need to have stability if they want people to use their engine long term.
- ignaloidas 8y agoGDscript was created to better integrate with Godot's internals, there is a whole section in their FAQ why they didn't use another language[0] Warnings for C# are there because it's new, and there is not enough resources to support it better. Also C# is not that easy to integrate as it doesn't have most data structures used in game development, so your own have to be made. In the end it changes so drastically that you might just call it a new language. [0] http://docs.godotengine.org/en/3.0/about/faq.html#gdscript-why-use-a-custom-scripting-language-instead-of-my-language-of-choice http://docs.godotengine.org/en/3.0/about/faq.html#gdscript-w...