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Godot 4.1
- billfruit 3y agoIs this version having c++ support? Is development using c++ really viable in Godot? Why did they have to invent GDScript? Is there any reason why they could not have chosen a existing language?
- sebastianz 3y agoThis is explained in detail in the F.A.Q. here: https://docs.godotengine.org/en/stable/about/faq.html#doc-faq-what-is-gdscript https://docs.godotengine.org/en/stable/about/faq.html#doc-fa...
- SturgeonsLaw 3y agoGodot is super cool and I have a ton of respect for all the people who put in time to make software like this and Blender et al so damn good
- johnday 3y agoGodot is a super impressive piece of kit. I'm waiting for a reason to start a new game project so that I can get to grips with it more firmly, but what they've been able to do with a relative small team puts Unity to shame. (Even more than Unity puts itself to shame) > This update fixes over 900 issues that users have reported from using Godot 4 or while helping contributors test 4.1 with pre-release builds. Fixing that many issues while further improving performance and stability is itself worthy of commendation. Well done Godot team!
- raincole 3y agoFixing 900 issues is definitely impressive, but Godot is probably one of repos with the most open issues on GitHub (5000+ at this moment). Again the number of open issues is not a good indicator of software quality anyway.
- retrofuturism 3y agoIn this case the number of open issues is a good indicator of usage. Well done Godot!
- baud147258 3y agoActually it's 8000+ open issues on Github. It seems the number is capped at 5k in the header of the Github webpage. On the other hand, it's got 34k closed issues, so it's not as if the devs weren't working on this
- qwery 3y agoGodot's issue tracker is very popular! There have been ~4700 issues created this year, more than half of which have been closed, with ~2000 currently open. Also of note, there's an open proposal[0] 'Automatically close old issues in a way everyone should be happy with' attempting to deal with the significant backlog. [0] https://github.com/godotengine/godot-proposals/issues/3481 https://github.com/godotengine/godot-proposals/issues/3481
- SpaghettiCthulu 3y agoTo be more specific, godot has 8009 open issues at the time of writing. Certainly one of! I'm only aware of flutter/flutter and rust-lang/rust outranking it.
- ireallywantthat 3y agoGodot is really turning good release by release. I'm very happy for Godot and the team. I'm interested in these features from Godot in future. I hope they implement them in Future Releases. 1. FSR2 2. Excellent Wayland Support 3. LLM Integration. It might make NPCs more realistic
- chme 3y ago> 3. LLM Integration. It might make NPCs more realistic Not sure. That doesn't seems game engine related and more game specific. I think integrating LLM is just some scripting in your game. In terms of AI integration, I would be more interested in AI supported design. Like you describe a map, character or scenario, and the AI will generate something for you, which you then can customize and adapt. But even that is probably best done outside of the core game engine...
- eBombzor 3y agoHardware accelerated ray tracing?
- sen 3y agoI recently switched almost entirely from Unity to Godot 4.0 (not a career game dev, I just make small/indie/itch.io type stuff) and I've been absolutely loving it. It's such a breath of fresh air. It's light, fast, easy to learn, and can do 90% of what you need as a solo/indie type developer. The only thing stopping me from swapping over entirely and giving up Unity for good is the bug that means games take forever to load on itch.io if the user has MacOS (long enough that they think it's broken and close the tab). A majority of the games I make are educational and/or targeted at kids who are using iPads or MacBooks, and being able to link them to itch.io is a LOT easier than teaching them (and convincing the device owner) to install the game locally. They say they're working on it (quoted below), but until then I'm pretty much stuck using Unity for a few projects still. If/when they fix this, I think Godot could really take off for the itch.io/gamejam/etc type crowd. > As of 4.1 web exports still have some limitations due to poor vendor support of certain modern features. Browsers with bad WebGL 2 support, such as Chrome on macOS, unfortunately suffer from issues which we cannot address without a fix from Google or a significant amount of effort put into supporting a dedicated WebGL 1 / GLES2 renderer. > We are also aware of the complexity setting up web games on hosting platforms which don’t let you set the required CORS headers for SharedArrayBuffer support. This mostly depends on Safari implementing the coep:credentialless header support, while Chromium-based browsers and Firefox already work fine (especially if you publish on itch.io). There is a possible workaround that we are investigating.
- gopher_space 3y ago> I recently switched almost entirely from Unity to Godot 4.0 (not a career game dev, I just make small/indie/itch.io type stuff) and I've been absolutely loving it. It's such a breath of fresh air. It's light, fast, easy to learn, and can do 90% of what you need as a solo/indie type developer. There were concepts I've used in Unity that I didn't really understand until I'd rebuilt them in Godot. Everything feels more lucid on that platform. If nothing else, it's the best Unity tutorial on the market.
- mentos 3y agoAny opinion on the state of VR on Godot? I’m using UE4 which I have 9 year’s experience in and not the biggest fan of Unity but would be curious to try out Godot.
- Capricorn2481 3y agoIs there a use care for Godot for cross platform app development instead of something like Electron?
- keyle 3y agoYeah some people use Godot as a GUI framework
- gcr 3y agoExpanding on this, Godot has its own 2D widget framework that's fairly straightforward to use, though it doesn't use native widgets. Note that the Godot editor itself is written in the widget framework, so you can get a sense for how well it works just by opening Godot and clicking around.
- numlock86 3y agoThe 2D framework, especially for UI, is pretty awesome. But the learning curve on the layout system is quite sprinkled with head scratching and frustration in my opinion.
- nightowl_games 3y agoYeah it's brutal. I've been using Godot professionally for years. I have effectively mastered the layout system but it was annoying to learn. It tries to be like Unity's system but they made a few mistakes with Pivot, Grow Direction and Size Flags imo. I made a tool to position nodes in a way modelled after Cocos2D, with a position, pivot and anchor point. I've made a series of small tools to help me lay stuff out. One really good thing about Godot Ui is the "StyleBox" which simply allows coders to make rounded rectangles, which are so frequently used in UI it's nice to not need an artist to make a .png
- samstave 3y agoAs someone who has never made a game, I really want to make a tower defense game that fixes shortcomings I find in others - where would one complete beginner delve into Godot to accomplish starting to learn the system - there are a number of tuts on YT - one of which is ~11 hours long. Can you make some suggestions to avoid/pre-empt any said headscratchings and frustrations?
- gardaani 3y ago[flagged]
- gcr 3y agoThis is disproven with a quick google search ... You can export Android and iOS build files right from the editor, people have published successful Godot apps to both app stores ... https://itch.io/games/made-with-godot/platform-ios https://itch.io/games/made-with-godot/platform-ios lists a bunch of games, many of which are available on the Play Store as well ...
- mariusseufzer 3y agoI shipped Discounter Strike to the AppStore last week. Built with Godot 4! https://apps.apple.com/de/app/discounter-strike/id1661324544?l=en-GB https://apps.apple.com/de/app/discounter-strike/id1661324544...
- victorbjorklund 3y agoWell done. Just tried it. Perfect causual game and even if I recognize the game play (not a bad thing) it was actually more fun hitting shoppers with my cart!
- mariusseufzer 3y agoHa thanks! I know the quality isn’t the best, but I’m still proud of myself because it’s my first game and I actually shipped something!
- BitPirate 3y agoGodot has support for both of them?
- deleted 3y ago[deleted]
- pachorizons 3y ago
- d11z 3y agoThe main contributor/developer behind Godot also released a very handy little tool that is capable of fully decompiling anything made with Godot: https://github.com/bruvzg/gdsdecomp https://github.com/bruvzg/gdsdecomp
- nightowl_games 3y agoCool tool but the main, lead, original developer of Godot is reduz - Juan Linietsky.
- sylware 3y agoUntil godot devs don't forget the "-static-libgcc -static-libstdc++" compile/link options, should be fine, that linking with the oldest set of glibc libs as possible (I saw games carefully using the glibc from debian ubuntu 12.04). I guess godot has proper vulkan->GL fallback. What's now really missing is from sourceware binutils: fine grained control of the versions of the symbols to use while creating binaries. And then, robust game binaries would be much easier to produce: it would let the devs use the latest elf/linux distro and still produce compatible binaries with old elf/linux distros (easy planned obsolescence workaround) avoid the current massive mess (build an old glibc, and reconfigure the toolchain to use it for linking, PAIN).
- elFarto 3y ago> What's now really missing is from sourceware binutils: fine grained control of the versions of the symbols to use while creating binaries. I did actually prototype an idea for attempting to fix this. The tool would take a list of symbols from a text file and produce a (non-functioning) .so file that ld can link against. The newly created .so file can be injected in via an environment variable (LIBRARY_PATH iirc). Since the list of symbols is just text, it's easily modified to contain only the one's that you want to target. It's not a complicated tool to write, but there are some issues like how to reliably get ld to pick the correct .so file when you're overriding an existing on, LIBRARY_PATH is not 100% reliable. The other issue was if it's nessassary to recreate all the symbol types (like weak, etc..) exactly, I'm not sure exactly what's required for ld.
- sylware 3y agoThe text file would map simply a symbol to a version, to be overridden in the generated ELF binary (exe or SO). That way, the game devs don't need to build the "old" SOs and reconfigure the toolchain to use them, which is unreasonable to ask them (but this is expected from game engine elf/linux devs like unity/unreal/godot/etc) and a MASSIVE PAIN to make work properly (exponentially proportional on the abstraction level of the game/engine build system). While any "old" symbol version is not removed...
- BaculumMeumEst 3y agoi have seen a lot of folks talk about switching to godot due to unity “selling out”. but if godot gets popular enough, money will be waved in the maintainers’ faces, and it will follow the same trajectory. meanwhile, there are alternatives like love2d, which is a more straightforward game engine written in c++ built on popular open source libs like sdl2 with a extended with lua(jit). it’s lightweight enough that you could probably maintain it yourself.
- krapp 3y agoDon't get me wrong, I like LuaJIT and SDL2 but Godot is open source. There's no danger of it "following the same trajectory" as Unity.
- Macha 3y agoThere are four differences between Godot today and Unity circa 2007 that make this unlikely: 1. The Godot trademark is owned by the Software Freedom Conservancy, and not the original authors or their company. 2. The founders do have a consulting/support company, W4Games, but it is not Godot Inc, and because of point 1, can never be. Secondly, it is not afforded any special place in the project leadership structure. W4Games employees account for 2 of 9 leadership positions in the Godot project leadership. This is overseen by the SFC who would not permit a company to have too many seats. 3. The founder's company also does not have overwhelming control of contributors. Of the top 10 contributors, numbers 1, 2, and 7 are part of W4 Games inc, but all of the top ten have significant contributions. 4. It's open source. This is less of a deterrent than the above, since it's MIT licensed so someone could make a closed source fork, but they would have to compete with the community in that case.
- thrillgore 3y agoThey're working to transition Godot out of the SFC to its own Foundation.
- bowsamic 3y agoActually the reason that most people don't like Unity is because the goal of the company seems to be to create a million half-baked, fancy-looking ideas rather than creating a solid experience with the core engine. Even today there are still very weird and difficult to circumvent bugs that come up in almost every project, even in trivial ones. Also, the last time I used it all of the old forum threads had been partially corrupted.
- robertlagrant 3y agoThis is what I've been waiting for! - Samuel Beckett.
- gerardpg 3y agoOutstanding work, congratulations to the Godot team.
- deleted 3y ago[deleted]
- koromak 3y agoI started using Godot for the first time last week! First attempt at game dev. I'm finding it quite friendly to learn.
- speedster217 3y agoAnyone have any tutorials on Godot that they recommend? I've got a small RPG prototype that runs in the console but would love to give it an actual GUI/sprite graphics.
- debacle 3y agoGD Quest is considered the bog standard right now. It's the W3Schools for Godot. As someone who is switching to Godot from Unity however, I think the tutorial ecosystem for Godot is a long ways behind.
- galleywest200 3y agoMost of the tutorials I have seen still exist for Godot 3.X as opposed to 4.X, so it will just take some time is my prediction.
- deleted 3y ago[deleted]
- qwery 3y agoThe official docs[0] are definitely the way to go. [0] https://docs.godotengine.org/en/stable/getting_started/introduction/index.html https://docs.godotengine.org/en/stable/getting_started/intro...
- aglione 3y agoNathan from GDQuest was hired to write/improve them https://godotengine.org/article/we-hired-gdquest-work-manual/ https://godotengine.org/article/we-hired-gdquest-work-manual... I absolutely recommend GDQuest courses, apart from the Godot engine they have a very clean idea about writing software.
- cyber_kinetist 3y agoI've done both the official 2D/3D game tutorials in the official documentation, and although the 2D game tutorial wasn't that bad, the 3D tutorial was quite disappointing as a learning experience. It's still not ported to Godot 4, and they use some weird hacky code to achieve some basic gameplay stuff. (And the finished game itself isn't really that interesting...) Even the 2D tutorial leaves something to be desired, since it just dumps heaps of instructions/code at you without explaining you a more general picture first (which wouldn't be a problem for more experienced programmers, but beginners would definitely struggle) That said... it's still the most comprehensively written Godot tutorial to date, so I recommend at least trying out the 2D tutorial.
- jcmontx 3y agoFirst time hearing about this engine. How does it compare to Unity/Unreal? Not a game dev btw
- LanceH 3y agoUnreal has everything in 3D game development. On the downside, Unreal has everything in 3D game development. Godot can definitely make 3D games, but if you need Unreal level tooling, there is only one choice. 3D games are definitely possible in Godot. I see the 2D comparison much stronger for Godot. The biggest draws for Unity are if you already know it, you are already excellent with C#, or if you need to deploy to consoles. Godot has everything I've wanted in 2D development (as a serious hobbyist). I can get straight into the source code and modify the engine as needed. I really, really like the composition model of building out nodes, Godot and it leads to excellent code reuse. No licensing issues at all. Asset stores are definitely better for Unreal and Unity. As a hobbyist I'm incredibly happy with Godot. I could definitely see it for 2D PC development. If I had consoles in mind Unity. Anything 3D I would invest my time in Unreal. Godot might be able to handle a current 3D project, but as I move on from that project I would be looking at Unreal with envy.
- chii 3y agogodot is less "full featured" than UE. It can compete with unity in terms of features, but i think the ecosystem for unity is much bigger. Godot is much easier to learn and use imho. And being open source means you have access (unlike unity).
- birracerveza 3y agoGodot may not be able to take on Unreal, but I certainly am cheering for it to take over Unity. Excellent engine, and more and more developers are rightfully recognizing its potential.
- ehnto 3y agoUnity is it's own beast like Unreal but in a different way, Unity as a platform supports mobile monetization in a way other platforms don't and Godot won't be cutting their lunch in that ecosystem any time soon. But I suspect you mean for indie dev, in which case I totally agree. Godot is the lightweight, get out of your way and build shit framework that people want Unity to be. Godot is better at that task by a long shot.
- birracerveza 3y agoIt's very telling that Unity is where it is because of monetization. Godot on the other hand is being picked up because it's an excellent engine. Maybe it's not going to kill Unity, but it's certainly going to relegate it to a shovelware low effort money grab engine.
- resoluteteeth 3y ago> It's very telling that Unity is where it is because of monetization. No, it's absolutely not. It may happen to have mobile monetization features built in but it's where it is because it's been the best general game engine for everything other than AAA 3d games, although Godot is catching up.
- birracerveza 3y agoYou're right, sorry. I should have said > It's very telling that Unity will keep getting used because of monetization. Once upon a time it was a good engine. Nowadays it's an absolute mess, and it's been that way for a long time now. I am not a game developer, I develop prototypes in my spare time because I have fun tinkering with engines, and with Unity it doesn't take long before it becomes borderline unusable. I don't even want to imagine the struggle devs need to go through to make a full scale game playable, and those struggles prevent them from focusing on making the game actually fun to play. But, thanks to the deeply integrated monetization system, Unity is THE standard if you just want to make a game quickly to shove ads in people's faces every time they die in your simple, yet extremely buggy mobile game with stock assets. Is that a good thing? It depends, but I'd lean towards no.
- manishsharan 3y agoCould someone advise if this is a suitable platform and language for 10 year olds to learn Game programming ? My kid feels that he has outgrown Scratch and he is looking for a better platform . Will GDscript be easy for him to learn ?
- suda50 3y agoI haven't used Scratch but I think Godot might be one of the easier engines to get into compared to Unity and Unreal Engine. GDScript (https://gdscript.com/ https://gdscript.com/) is a custom language created for Godot and is similar to Python so it will be more complicated than creating games with Scratch since you will be writing out code explicitly rather than dragging blocks together. GDScript is immensely easier to use than C# (Unity) and C++ (Unreal), though. It might be worth looking at GD Quest (https://www.gdquest.com/tutorial/godot/learning-paths/getting-started-in-2021/ https://www.gdquest.com/tutorial/godot/learning-paths/gettin...) to determine if it's something your kid would want to learn and get into. As a developer, I found it very easy to start to get started with Godot versus Unity and Unreal so it might be a fun adventure for your kid to start learning :)
- gmjosack 3y agoI've been doing Godot development with my 9yo and he loves it. If you're looking for something with less emphasis on text based programming Construct and GDevelop are engines I've heard good things about as a continuation from Scratch.
- gmjosack 3y agoTo add to this I found these tutorials good starting points for a structured lesson with my kids. Would do about 30m-1h a day (mostly up to whenever they get bored). When we started off we'd focus on letting them run the GUI changes and I'd work on the code and explain the concepts to them until they started wanting to do the coding themselves. https://docs.godotengine.org/en/stable/getting_started/first_2d_game/index.html https://docs.godotengine.org/en/stable/getting_started/first... https://kidscancode.org/godot_recipes/4.x/games/first_2d/index.html https://kidscancode.org/godot_recipes/4.x/games/first_2d/ind... After that my son wanted to switch to making his own game so we've been re-implementing boss fights from cuphead and lately he wants to make an idle game. I've also found its fun to just get them to be part of the design process in game jams. It's really great to see the creative ideas that come out of young kids and game making with kids has been super fun and educational.
- 29athrowaway 3y agoThere is a Star Fox clone made in Godot, Ex-Zodiac. Cool game.
- skrowl 3y ago[dead]
- nightowl_games 3y agoGodots killer feature is the integrated documentation.
- southwesterly 3y agoSo much yes to this. I like being offline when I work to avoid distractions and this is amazing.
- nightowl_games 3y agoThe unity documentation drives me nuts. I also compile Godot when I use it so I can read the source and step thru stuff if I ever have a problem. I get paid to use Godot tho, and am a contributor, I'm not the typical user.
- xyzzy3000 3y agoI like the engine, but the name is essentially one that has no consensus on how it should be pronounced (emphasis on the first syllable, emphasis on the second, or equal emphasis on both). Some background here in the context of the original play from which the name is derived - sorry about the paywall: https://www.nytimes.com/2013/11/12/theater/the-right-way-to-say-godot.html https://www.nytimes.com/2013/11/12/theater/the-right-way-to-...
- amitmathew 3y agoIt's funny, I met the two co-creators of Godot at GDC this year and they both pronounce it differently. So there may never be a consensus!
- xyzzy3000 3y agoIf you don't mind me asking, which pronunciations did they use?
- ubermonkey 3y agoMan, I've been WAITING for this! (What, nothing? I'll show myself out.)
- clessg 3y agoI haven't seen it mentioned yet, so does anybody have experience comparing Phaser with Godot (for 2d games)?
- gminic 3y ago"C#/.NET The focus in this release was on bringing feature parity between C# and GDScript. When using GDScript, you can define a new node type to use in the editor by adding a global class name to your script. Starting from Godot 4.1, this is also possible in C# by adding the [GlobalClass] attribute to your file, thanks to Raul Santos and Will Nations. You can also use the [Icon] attribute to give your global class a unique icon. Note that as of this release projects made with C# still cannot be exported to mobile and web platforms. We are working on providing the support as soon as possible, but the resolution of this limitation will likely depend on the release of .NET 8 at the end of 2023. This means that the work on enabling mobile and web platforms can only truly start later this year."
- aero-glide2 3y agoSadly GPT hasn't been trained on GODOT 4, so it's been very difficult to develop.
- krapp 3y agoWhat if I told you... it's possible to write your own code?
- xwowsersx 3y agoIf anyone here has created something using Godot that is publicly available, would you kindly provide a link to share it here?
- jokoon 3y agoI love godot, but: * gdscript is not python, it's lacking several small python things that makes python awesome: list/dict comprehension, .items(), sets, although gdscript is quite enough and still quite a good language for game dev as it does just everything well, especially for natives types etc. * I tried gdnative and I still need to try gdextension, but so far writing C++ for godot seems quite hairy and the programmer must use godot types and "new()" everywhere, which is not really easy to deal with, so godot is not really a C++ engine, C++ is only usable if you want to optimize something a bit tedious, which is fine, but important to remember, and it confirms the whole "use a scripting language 99% of the time, and use C++ only if scripting is not fast enough" * I would still want to inspect the real potential performance of gdscript compared to other languages, and I don't know if mono/.net is faster. It seems like a very good language especially because it integrate perfectly with how the environment is designed, but I'm still curious if they plan to improve it. * I'm planning to make a multiplayer FPS game, but I don't think godot provides network prediction, and I wish it did. * I'm a bit worried about opengl support in the future, it's not entirely done yet, and I'm afraid it's too difficult to properly implement because new API like vulkan or DX12 are so radically different. Overall godot is the greatest thing that ever happened to open source and game development, game development is one area where open source has trouble making its teeth, and the lightweight design of godot makes it just such a big relief when you compare it to monsters like unreal and unity.
- hoten 3y agoWhat does network prediction from a game framework look like? You describe what properties of objects should be interpolated and the engine handles it for you?
- jokoon 3y agoYes, I guess, properties like projectile/player velocity? Network prediction is a bit tedious to do because it's a lot of fine tuning. It's only useful for latency sensitive games like FPS games or any games that involves simple physics with player versus player situations.
- bodge5000 3y ago
- bodge5000 3y agoGreat to see a focus on reliability, I moved back to Godot 3.5 as 4 kept crashing for me so I've been missing out on some of the new features (suprisingly, the one I was most excited about is the improvements to procedural skyboxes, and they certainly lived up to the hype)
- loustak 3y agoI have shipped two small projects using Godot 3. It's a cool engine but to me it can improve on the following points to be considered a mature engine for a new indie project: * GDscript is cool but lacks features such as better typing and lambdas over generic nodes. * I have encountered many bugs in the Engine more than when I was using GameMaker. * It lacks native mobile monetization. Other than that I'm much more enjoying working with Godot than Unity.
- hamoid 3y agoI haven't seen people mentioning using Godot with Kotlin, so I'll leave the link here. At some point it could be nice for Kotlin devs. https://godot-kotl.in/en/stable/ https://godot-kotl.in/en/stable/
- kirillbobyrev 3y agoGodot is just AWESOME, I am very impressed with the progress the team makes and the overall direction of the project. I was always excited about Game Dev (even started learning Computer Science and became a Software Engineer largely because I wanted to make games), dreamed of making my own small games but never really got to it. After I became a full-time Software Engineer, I never really found time or the right tools for making my own small games for fun. I recently discovered Bevy and gave it a try. ECS is a nice concept, but Bevy is more of a library and it's quite hard to make full-featured games using it (just like using SDL/something similar). When I discovered Godot and gave it a try, I was so impressed: it's really nice for beginners, yet performant enough and has amazing community. This is exactly what I wanted to find, so I'm incredibly happy it exists and am very excited about the future development of Godot. One thing I wish was different is choosing a different language as the native and "official" one. GDScript is OK and arguably pretty good Python-like language for beginners and rapid prototyping, C# is OK and is probably very nice to have because many people would be happy to switch from Unity, but I personally would be happier with either better C++ support (which I know exists in GDNative interface which was improved in 4.0) or something else. C# is a fine language, but I have a feeling it has so much presence in GameDev just because of Unity. It's way too verbose and the tooling isn't as good (outside of full Visual Studio which I have no desire to use), but maybe "actual programming" part of GameDev isn't as important and I should just give in/use GDScript.
- suda50 3y agoStarting with Godot 4.0, they now support GDExtension which allows you to basically write your own game code in C++ (and other languages), then have the engine import your code: https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html https://docs.godotengine.org/en/stable/tutorials/scripting/g.... There is also a set of Rust bindings that utilize GDExtension too: https://github.com/godot-rust/gdext https://github.com/godot-rust/gdext. They might be worth looking into.
- kirillbobyrev 3y agoYeah, I've seen those and I'm happy Godot moves in this direction, but using these tools would steer me away from the "default" and "primary" behavior, I'd potentially face more bugs/awkward development setups. It might be worth if I'm serious about Game Development and ready to invest time and effort into customizing the tools, but what I'm looking for is "out of the box" experience which will make it easier for me to solve problems that I face (e.g. if I ask questions more people would be able to answer/help), the tutorials/resources I find will be more applicable etc. As others mentioned in this thread, having first-class support for a language isn't the same as providing API for plugins and custom scripts. I wish Godot chose a real existing programming language instead of building their own DSL. Even Lua might have been a decent choice, although I hate the syntax.
- krapp 3y agoIf you're using WorkerThreadPools or HTTPRequests be careful - some change they made to threading broke one of my projects. Nothing else seems to be affected so far.