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I lightly used Godot before and using GDScript was a bad experience. It has some confusing semantics relating to reference counting and in-place modification (e
by aidanhs 6y ago
I lightly used Godot before and using GDScript was a bad experience. It has some confusing semantics relating to reference counting and in-place modification (e.g. [0]) that make it really hard to use as a 'real' language (as opposed to small bits of code for scripting).
The mitigating factor is that it's got good bindings support and a codebase that's very tractable to poke around in, so you can easily extend it in other languages.
[0] https://github.com/godotengine/godot/issues/15265 https://github.com/godotengine/godot/issues/15265
- UnpossibleJim 6y agoThey now have really pretty good C# support with integration support with Visual Studio (and with more complicated trickery, VSCode, which is my preference on Linux). It also speeds up your application a bit.