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by panza 641 days ago
I'm a commercial dev, previously used Unity, now using Godot. This comment rings true of GD Script and signals. I get around this by using C# and its event handling.

Working with nodes and editor bugs (or features? Hard to know really) is probably the most frustrating - you can really feel that this was initially built for 'smaller' projects.

For this reason, I rarely use the editor outside of setting up the scenes and a general hierarchy.

Daily tools: Emacs (with C# LSP) most of the time. VS Code for debugging. Godot editor for tweaking the scene tree.

Perhaps this perspective is useful for other devs thinking about Godot.

1 comments

How does Godot performance compare using C# versus GDScript?
Not sure. I hear C# is at least as fast if not faster, though there may be situations where GDScript is more performant.
i haven't tried c# with it, but gdscript is slow, comparable to cpython. intuitively i'd expect c# to be an order of magnitude faster