Earlier quoted context omitted.
In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…
Do you have any specific criticisms of GDScript you'd like to share?
Godot 4.0 Released
31–40 of 80 posts
Re: Godot 4.0 Released
#32Huge quantity of work here. Really stunning. How is this sustainable through donations alone?
Because people make money using it.
Re: Godot 4.0 Released
#33Earlier quoted context omitted.
In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language…
Do you have any specific criticisms of GDScript you'd like to share?
Re: Godot 4.0 Released
#34Earlier quoted context omitted.
Do you have any specific criticisms of GDScript you'd like to share?
Not GP but I'm a full time solo indie dev. In my case the main issue with GDScript is the tooling, or lack of thereof. No symbol aware rename, no go to definition/usages, poor autocomplete, cryptic errors. Also static typing that's kinda but not entirely there, which exacerbates the tooling issues. Good tooling is an enormous undertaking, so the way I see it, GDScript is forever doomed to feel like someone's impressi…
Re: Godot 4.0 Released
#35Every once in a while I use a program where I just feel the authors think about software similarly to the way I do. Godot is one of those.
Re: Godot 4.0 Released
#36Re: Godot 4.0 Released
#37Why isn’t c++ a first class citizen in a game engine written in c++?
Re: Godot 4.0 Released
#38Re: Godot 4.0 Released
#39Been using Godot the past couple months. It's simply a joy to work with. From the single (relatively) lightweight executable model, to the dogfooding of implementing the UI with the engine itself, to the design of GDScript, etc etc. They definitely implement a lot in-house, but reuse existing software where it makes sense. Every once in a while I use a program where I just feel the authors think about software simila…
They should have used C#.
Re: Godot 4.0 Released
#40Earlier quoted context omitted.
Not GP but I'm a full time solo indie dev. In my case the main issue with GDScript is the tooling, or lack of thereof. No symbol aware rename, no go to definition/usages, poor autocomplete, cryptic errors. Also static typing that's kinda but not entirely there, which exacerbates the tooling issues. Good tooling is an enormous undertaking, so the way I see it, GDScript is forever doomed to feel like someone's impressi…
There’s a gdscript plug-in for IntelliJ IDE’s then you have all that.