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by follower 1884 days ago
The Godot docs[0] describe the relationship as:

"It uses a syntax similar to Python (blocks are indent-based and many keywords are similar)."

And[1]:

"If you've ever written anything in a language like Python before then you'll feel right at home."

So it's more than just whitespace.

I seem to recall it being acknowledged that Python was a big influence on GDScript's design and in a number of cases "How does Python handle this?" drove some of the design decisions.

[0] https://docs.godotengine.org/en/stable/getting_started/scrip...

[1] https://docs.godotengine.org/en/stable/about/faq.html#what-i...

1 comments

You are not wrong, but the original point was that GDScript is slow because its syntax is similar to Python's and Python is slow. That just doesn't make any sense.

> The default language in the engine is basically python, so it could cause a performance bottleneck.

python is slow because the extreme flexibility of the language makes it very difficult for compilers/interpreters to perform analysis that could allow optimisations

this doesn't have anything to do with the syntax. we could completely replace python syntax with e.g. pyc bytecode or serialised AST data but the language would still be challenging to execute efficiently as the language is still exactly the same

one can get a few ideas of how python could perhaps be made faster by reading about all the restrictions that rpython imposes

https://rpython.readthedocs.io/en/latest/rpython.html

Ah, I didn't notice that detail of the discussion, thanks.

If "basically python" means "scripting language" vs "C++" then I can see why by that standard "performance" could be a concern to someone.

But, yeah, doesn't seem to be a Python/GDScript specific concern.