Earlier quoted context omitted.
I love working with Godot but I can't help but feel like GDScript is a mistake. I want better language support and community when working on a project. I want to use nice VSCode plugins that auto format my code (and give type hints... Untyped languages hurt me so much these days) I can't wait for better C# integration for Godot. It's ok now but I'd love it to be rock solid.
Custom scripting language seems to be a common error - early on Unity emphasized a pseudo-custom scripting language (Boo) over C# and had to slowly extract it out of the product, documentation etc. It makes sense as a risk management strategy early on in engine development, though, since integrating something like C# can be difficult and they may have been afraid that they would regret building around C# later on.
It’s time to make that indie C# game in Godot
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Re: It’s time to make that indie C# game in Godot
#32> It’s no secret that Unity is painful to use: it’s slow to open, and it often pauses to re-scan the entire project while you’re trying to work Is this actually true? I always figured Unity's selling point was being lighter and easier to use than unreal. Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
Anyone who used Unity 2.x in 08 would tell you Godot is far beyond where Unity was in 2008 in terms of features and stability.
Re: It’s time to make that indie C# game in Godot
#33> It’s no secret that Unity is painful to use: it’s slow to open, and it often pauses to re-scan the entire project while you’re trying to work Is this actually true? I always figured Unity's selling point was being lighter and easier to use than unreal. Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast. > Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product…
The 3D support will be significantly overhauled in 4.x https://www.youtube.com/watch?v=DNJXkcQxXEg and additional enhancements will reduce the need for DOTS/ECS for many. There's also Godex https://github.com/GodotECS/godex that adds ECS to the engine.
Re: It’s time to make that indie C# game in Godot
#34It's a framework not an engine though - more programming from scratch rather than scripting pre-existing things in a visual editor.
Re: It’s time to make that indie C# game in Godot
#35Re: It’s time to make that indie C# game in Godot
#36Earlier quoted context omitted.
Custom scripting language seems to be a common error - early on Unity emphasized a pseudo-custom scripting language (Boo) over C# and had to slowly extract it out of the product, documentation etc. It makes sense as a risk management strategy early on in engine development, though, since integrating something like C# can be difficult and they may have been afraid that they would regret building around C# later on.
I do wonder if integrating C# is more effort than building and maintaining a language though. But I do understand it. I just am not sure it's a good strategy for longterm growth.
It needs a widely-known language with good performance and high quality debugging support (you can use the Visual Studio debugger with Unity C# or UE C++, for example)
Re: It’s time to make that indie C# game in Godot
#37What support like for macos?
Re: It’s time to make that indie C# game in Godot
#38The problem with Godot is still it's age, and the lack of proven projects which many people are working on at once. Myself and plenty of others at small or above size studios would have to make a huge leap into Godot and hope you don't run into any scaling issues. Not just from a project point of view, but integration on the artistic side. LTS versions of Unity despite the known "un-fun" of it, are stable in a sense.…
Re: It’s time to make that indie C# game in Godot
#39> It’s no secret that Unity is painful to use: it’s slow to open, and it often pauses to re-scan the entire project while you’re trying to work Is this actually true? I always figured Unity's selling point was being lighter and easier to use than unreal. Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product.
The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast. > Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product…
- Scalable text support a la TextMeshPro (sdf-based rendering)
- the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code
- the built-in tile editor is very painful in my experience. the UI is clunky and it's lacking important features I depend on in Unity, like tile rules.
- the built-in text editor is _very_ basic, and support for external editors is limited vs Unity (and hampered by lack of mature tooling for gdscript vs C#)
- gdscript's heavy reliance on "magic" strings and lack of type-safety throughout
- unity's UI system sucks, but it's still more capable than Godot's especially for things
Re: It’s time to make that indie C# game in Godot
#40> At first glance, Unity is so laughably ahead of Godot in sheer number of features supported that it seems comical to compare the two.
> In practice, Unity requires 3rd party tools for tweens, timers, and networking, all of which Godot includes out-of-the-box. Still, I’d argue that it doesn’t actually matter for the vast majority of us indie game developers.