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by ronsor 202 days ago
> gdscript is not a serious option imo (stupid whitespace language..They need to drop it and focus on C# like Unity did years back with UnityScript.. Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example)

I'm going to break this down:

> gdscript is not a serious option imo

Subjective, but fair enough. If this is a general argument against "scripting languages" versus more "advanced" languages, I should remind you that Lua and JS are still very popular languages in game development.

> stupid whitespace language

The only other big "whitespace language," Python, is immensely popular and widespread in server, client, AI, etc. applications. This is a question of taste, and has nothing to do with the objective quality of GDScript.

> They need to drop it and focus on C# like Unity did years back with UnityScript

The irony is that JavaScript (real JS, not a JS-like language) is almost certainly very viable in a game engine nowadays.

> Seriously XNA and then Unity have cemented C# as the other language of game devs alongside C++. Even KSA's custom new engine is C# for example

C# is popular for a variety of reasons (fast, mature ecosystem, etc.); however, "just use C# because others are using it" is by itself not a compelling argument.

Syntax and language aren't that big of a deal for professional developers.

1 comments

I disagree, going from C# with full visual studio (having a compiler with a lot of information about your code), and all of .net available, to gdscript feels like moving to a kids toy language like Scratch.

I could do everything in gdscript, but it would be slower, more error prone and less maintainable.

.. Ive done some js recently, I did a web app. and the difference is shocking..

* you can actually make spelling mistakes

* there no find all references

* You cant rename things

* without types autocomplete does very little

* without compiler autocomplete suggest random things based on spelling, not actually viable fields

I could go on.. All these things add up to make the work go slower, and produce more error prone and less maintainable code. I thought the freedom of no types and less boilerplate would make js really fast to write but I found it the opposite in practice.

I can write 1000's of line of game code in C#. Complicated stuff like procedural level generation and I dont even need to run it, usually its perfect 1st time. I couldn't do that in js, the IDE experience is not the same.