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I was in the camp formerly of "just use Lua/C#/JS/etc." for Godot as I didn't want them to reinvent the wheel. I've changed my mind on the matter after using it
by danbolt 4y ago
I was in the camp formerly of "just use Lua/C#/JS/etc." for Godot as I didn't want them to reinvent the wheel. I've changed my mind on the matter after using it though. Or, through having a custom implementation, they've integrated it very tightly with Godot's node/refcounting memory model. Much in the same way UE's Blueprint execution feels similar to C++ logic, manipulating nodes and sending signals in GDScript ends up having a similar flow to something done lower-level in the engine.
I think it makes a tighter experience, and less maintenance work is done for bindings and transferring data to/from a separate heap/runtime for scripting.