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by dx87 2153 days ago
They cover that in the documentation.

What were the motivations behind creating GDScript?

In the early days, the engine used the Lua scripting language. Lua is fast, but creating bindings to an object oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with Python, it also proved difficult to embed.

The main reasons for creating a custom scripting language for Godot were:

Poor threading support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JavaScript, ActionScript, etc.).

Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JavaScript).

Many existing languages have horrible interfaces for binding to C++, resulting in large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JavaScript, etc.) We wanted to focus on a great engine, not a great amount of integrations.

No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JavaScript, ActionScript, etc.).

Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JavaScript, ActionScript, etc.).

Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well-supported by GDScript.

GDScript was designed to curtail the issues above, and more.