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> non-standard scripting language I agree with the other reasons, but Godot fully supports C# and C++; GDScript is something you can ignore entirely if you fee
by TillE 2y ago
> non-standard scripting language
I agree with the other reasons, but Godot fully supports C# and C++; GDScript is something you can ignore entirely if you feel like it.
Indeed, one good reason to use Godot over Unity is that you can write (and debug) your game using the latest .NET SDK.
- gopher_space 2y agoThe non-standard scripting language is really easy to pick up and kind of fun.
- wokwokwok 2y agoMm. I like godot, but c# is second class citizen in that ecosystem, which they are open about (1) and despite improving (2), it still a bit rough. “Fully supports”? I’d say more like “works mostly”. /shrug Gdscript is a weird stupid custom language. I feel like in most cases you shouldn’t write a new programming language for your application unless there’s no viable alternative. I know, unreal did it with blueprint, but that’s because there are no good open visual scripting languages; and they had a lot of existing infrastructure from their previous (also stupid, for the same reasons) unreal script. What they’re doing with verse is arguably also stupid, but I’ll give them the benefit of the doubt on the basis of a) having done it before, b) having unusual requirements for their metaverse ambitions. Anyway. Godot did have any good excuse; gdscript was not something people asked for or wanted; it was a lazy version of python because actually embedding python was too hard. Other options existed. …but, instead the time and effort went to building a new language. One thing you can look back at in Unitys history that is interesting is their aborted attempt to have js, c# and boo as scripting targets. …but over time, it became clear that having feature parity in all of them wasn’t plausible. I guess we’ll see where godot ends up, but my $0.02 is that as the api surface increases, feature parity is difficult to maintain, and gd supoort for other languages will wane with community interest. The only language they are committed to is gdscript. [1] - https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/index.html https://docs.godotengine.org/en/stable/tutorials/scripting/c... [2] - https://github.com/godotengine/godot-proposals/discussions/4007 https://github.com/godotengine/godot-proposals/discussions/4...
- d13 2y agoI write Godot games using both C# and GDScript and they’re both excellent. It’s wonderful being able to use the latest C# features, and integration with the engine and API is flawless. GDScript is just python, but with a few extra functional programming features added that make it a much nicer language to code with than Python. And it’s fun and easy to learn - a reasonably experienced developer can learn it in a few hours.