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by corrral
1442 days ago
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> - gdscript's heavy reliance on "magic" strings and lack of type-safety throughout Yikes. I was like "eh, I could get over that for a good dev framework" until I hit this one. Dealing with that kind of thing is like driving a car with hexagonal wheels. |
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1. As a hack for not having functions as first class objects in GDScript - you'd refer to the function by string name. This definitely felt very hacky, but it's been resolved in 4.0, and now we have first-class functions!
2. For some things that other languages would handle as enums. This is also a problem, but it's not nearly as bad as you'd think, because it's generally fairly readable - stuff roughly like `is_key_down("key_left")` - and because Godot's autocomplete is good enough to suggest only the appropriate strings.