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by nightowl_games 1241 days ago
GDScript is awesome to use from a developer experience perspective. The documentation for everything being built into the editor (F1!) is pretty awesome. The api that is provided to GDScript for everything from strings to file operations to url requests is pretty great.

That being said, GDScript has some flaws: it's performance is bad, the typing system needs work, it doesnt allow cyclical references of classes and the coroutine API is not greatly designed.

But for prototyping game code it's pretty hard to beat for developer speed.

For UI code it's top tier.

I think you'll like Godot. I generally find it faster to develop things in than either Unity or Unreal.

I've got a pretty huge toolbox of custom modular scripts for adding functionality to UIs, and a pretty solid theming and layout system.

1 comments

Fortunately, those concerns are all, if not fixed, then much improved in Godot 4. Just a couple weeks ago, they increased GDScript 2.0 perf by a lot, the type system is much more present (typed arrays, real enums, exported custom resources), cyclical references got merged in a month or two ago, and they've done some work on coroutines with the new await syntax.

I'm looking forward to 4.0 coming out (well, 4.1) when they go back to smaller incremental updates and a higher focus on stability, so I can start using it for more projects. If the web builds weren't so broken I would have used it for ludem dare this month, but I went back to 3.5 and sorely missed the new features.