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by johnnyanmac
1000 days ago
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I understand it. it was built a certain way to support ease of use above almost anything else. That ease of use is important, but also may be holding back Godot's true 3d capabilities. From a cursory glance as someone wanting to work on a decent scale 3D game, I'd need to treat GDSCript as I do Unreal's Blueprints as of now: miniize use only to high level scripting and maybe UI/Shader code. That's not me saying that GDScript nor blueprints is bad, just that it gets in the way of my specific use case. If I can help speed up the engine underneath as a whole in the process: wonderful. I don't necessarily want to disrupt GDScript for my convenience either, but like any refactor some breakage is inevitable. |
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