| > Does GDScript have good debugging, linting, and profiling tools? Yes, everything is provided for. No need for separate tools, Godot comes with everything out of the box. (Of course "good" needs to be defined but I personally had no problems.) > The second form of criticism I've heard is that type issues become a serious problem as the size of game code growns past a certain point. GDScript has gradual typing support. You get at least TS-level of type safety if you want (but without the headache of TS.) Also C# is not traditionally a game development language. It has automatic garbage management for which game development happens to be on of the few areas where that is not exactly ideal. C# is mostly interesting for people already knowing C# or when there are specific performance needs where C# still outperforms GDScript (though personally I would rather write the performance sensitive parts in C++ or Rust). Most people are highly advised to at least try GDScript. (Also it is very easy to mix and match languages. You can have parts in C#, parts in GDScript, parts in C++, no need to commit early to a specific language.) |
Are you forgetting about the now decades worth of games made with Unity? C# works perfectly fine for games, GC behavior can be optimized, it can be transpiled to native code, it has a huge ecosystem and is very easy to pick up. .NET 6 or 7 are faster than ever, while Unity is stuck on an old version of Mono, too.
It's certainly easier for devs coming from C++ or Java than "weird python-like scripting language that we had to invent and are now stuck with".