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by headcanon
1000 days ago
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I too found it a bit cumbersome past a certain code size. A lot of games don't necessarily need a lot of raw or complex code to run though, so the 1st class benefits of GDScript start to shine, like the native debugger, autocomplete, Godot-specific accessor syntactic sugar. Its hard to compete with an almost 25 year old battle-tested language, but given the domain and the team size, its a good product and worth pursuing IMO. With that said, I wouldn't want to give up the ability to have C# interop when I need it, and I imagine many games would need to be rewritten in C# after a certain point. |
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