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by dandellion
1000 days ago
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I'd argue it's better than Boo and better than Blueprints. Maybe even JavaScript, because JS has made itself very useful as time has passed but as a small scripting language embedded in browsers it sucked. It's only benefits are native integration with the client, and guaranteed support in perpetuity, and it's easy to write, and easy to learn, and teach, it almost never surprises you in ugly ways (which is awesome), it comes with a good enough debugger, its library pretty much covers what you need to make your average indie game... But what did the romans... I mean, GDScript, ever do for us? |
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Hey, if GDScript could run my idea for a 3D Open hub Action RPG at 60fps with little concerns for performance, I'd have no issue.
But alas, my desire for a proper binding or directly tapping into the c++ comes out of necessity, not some pride as a "real game developer". It's not impossible for GDScript to one day become the WebASM of Godot, but we both know that WebASM was, and still is, decades in the making. I imagine it's simply faster to forge a fast path API and let the slow path work for non-performance intensive games.