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Games are also frequently going to be some of the most complex software you'll ever install. Bugs are just inevitable no matter what you do, short of writing ga
by sli 4y ago
Games are also frequently going to be some of the most complex software you'll ever install. Bugs are just inevitable no matter what you do, short of writing games in Haskell (maybe), which sounds like a nightmare to me.
That said I've only ever used C# in Godot. Hasn't let me down yet.
- still_grokking 4y ago> Bugs are just inevitable no matter what you do, short of writing games in Haskell (maybe), which sounds like a nightmare to me. Bugs are evitable. That's just a question of money. But yes, for games the cost would be to high usually. Also I don't think Haskell would help much. (And it would be unusable most likely, imho). But proper abstractions and strong types can help a lot! On the abstraction side Godot seems great. But the scripting language (even nice in isolation) is not a good idea, imho. Refactorings in dynamic code-bases are almost not manageable without introducing bugs. (Especially as you don't have proper tooling support without static types). C# as such isn't bad. But it's syntactically unpleasant. Way to much overhead for game logic "scripting tasks". Still I would use it instead of GDScript. One needs proper tooling support when writing code. Let's see what else will come up in Godot. They have some interface layer for other languages (even not fully supported with alternative languages).