4 ms·
GDScript is essentially a slimmed-down Python with all the bad dev. experience stuff removed (version- & dependency management that is). Godot has C# support s
by virtualritz 4y ago
GDScript is essentially a slimmed-down Python with all the bad dev. experience stuff removed (version- & dependency management that is).
Godot has C# support since 3.0[1]. Though to me C# seems as arbitrary as any language – Godot doesn't strive to compete with Unity.
Why not use Scala or Lua?
While I'm not a fan of Python I think its a reasonable choice given the target audience of devs using a game creation IDE/editor.
Experienced devs who want to use the Godot ecosystem/frontend/engine can always use whatever to write their game in by adding the resp. bindings; e.g. Rust[2].
[1] https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_basics.html https://docs.godotengine.org/en/stable/tutorials/scripting/c...
[2] https://github.com/godot-rust/godot-rust https://github.com/godot-rust/godot-rust
- krapp 4y agoGDScript uses significant whitespace but I'd hesitate to use it and Python in the same sentence. The similarities are only superficial. And the problem with using any language not directly supported by Godot (anything but C# and GDScript) is depending on a third party to provide language support, and keep it updated with the engine. Rust bindings look like they have effort put behind them, but who knows? The only thing you can depend on is GDScript - even C# support seems like an afterthought (although I think access to Nuget and libraries make it a better choice for application development.)