MYTH 2: No C# Dev would EVER use GDScript in Godot. #gamedev #godot

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I've been using C# for 21 years, and honestly I have a bias towards it because of that. However, I find with gamedev, I spend way too much time trying to make the code modular, extensible, and properly abstract if I let myself write in C#, so I use GDScript instead and actually work on my game.

I do wish GDScript had interfaces though.

TWKPixelHero
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Love your myth combustion series! I know a seasoned programmer who switched to GDScript after decades of using C++. He alwas says: "It's so easy to use!"

littleerichsenstudios
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I have a month learning go dot, with GDSript, I have completed 3 quick demos, i'm loving the way this engine works

FabianSandovalElbianfas
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GDscript is so easy it also helped me learn python

Rotado
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The funny thing about the "no true scotsman" fallacy is also quite ironic because no true scotsman would use a no true scotsman fallacy.

Falney
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I’ve been programming since 1995, and GDScript is one of my favorite languages!

alessandrorossi
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The best argument here is: use GDscript until you face a performance issue or need C# for something.

In short: don't fall into the classic early optimization. You don't need C# if GDScript just gets the job done faster than C# iteration-wise because it doesn't require compile and it looks really nice and simple

gustavoviana
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Facts with combination of c# performance and gdscript integration advantage we can outperform those who fight for biases, game development means using tool lot more ways possible to achieve a good development.

anaconda
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The " GDScript helps to learn to code" argument is something that we have proof for, from the case of the removed visual scripting.
People who wanted it switched to GDScript on their own, because it was not difficult to use. Especially as a beginner will mostly write glue code and the complexity on those is a little bit less than most software development tutorials/lectures/etc.

frontrider
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In a mixed GDScript / C# environment, GDScript makes a good GUI scripting language. Which often requires a lot iteration and occasional one-off behaviors to deal with edge case that l just won't fit. GUIs are rarely performances bottlenecks in their code.

Many development projects in other engines use a 3rd party scripting systems for their GUIs. Lua is fairly common. So it just make sense to use GDScript, as it's right there. And can easily call on any C# code that's been bound to the Godot APIs.

And there are ways to work around the inefficiencies in some cross-language member access.

CrimsonBlasphemy
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The importat thing is to slowly develop a programming, and problem solving logic, which are language agnostic and transfarable across ecosystems / frameworks / etc.

That way you won't be locked behind a language ecosystem, and you'd just use them as a tool to solve problems. I could always rely on C++ for performance needs if GDScripts doesn't fill a need.

Sonngohanda
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so can i use both gdascript and c#? both languages can communicate with each other? if so what are the limitations?

yukoi
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I think gdscript, is honestly better integrated into godot, but c# is better if you might want to take your skills outside of gamedev as well, but C# is definately something godot has to improve on, I've worked with it and it's ok but I think for C#, Unity is better

DigitalCanineGames_
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Can you still only use GDScript with webgame exports?

Kyleology
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No usaria c# porque c# todo lo complica de más 🤣

jguillendev
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Did we need to scare from ai 😢 it can write code?!

Pro_max
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I've been studying Godot for a couple months and I am amazed by this engine. I've tried them all but nothing sticks quite like Godot does, the user friendly interface and simple yet extremely powerful coding language, you can't beat it. All open source too

SynfulWuulf