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by MapsSlaps
1206 days ago
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In my experience, most devs dislike working in C++. (I'm an industry engineer in games. Even the people who like C++ hate C++.) Maintaining C++ support is expensive for an engine, just like maintaining any language binding. IMO, they should optimize for the most approachable/developer ergonomic language, which C++ definitely is not. That said, I strongly disagree with their decision to simply build their own language. I think there are many languages that already exist that make better candidates for game development either because they are well known, well supported, or easily portable. |
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* Well known: Python is well known. GDScript is thus familiar. * Well supported: it's a first class citizen in Godot, that's all that matters * Easily portable: portable to what? it runs on the Godot engine. That's all the portability it needs.
I think they built their own language because of the integration with their Editor. It's not Lua or JavaScript or Python, but it works well enough for Godot in my experience.