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godot will be big. its "everything is a node tree" design radically simplifies things yet is also very powerful; gdscript is more approachable than python while providing best-in-class ergonomic gradual static typing; c# makes it friendly to ex-unity folks; and it's open source!

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a small but super neat thing about gdscript: file scope is class scope, carrying on the great legacy of game maker language and linden scripting language. it makes the scripts refreshingly un-cluttered, similar to non-oop python code, but with the cleaner scoping of c# or java

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look at this gdscript script i wrote just now, having barely touched the engine in years. there is only a single explicitly specified type here, but it's statically typed. there is no class keyword here, but it's oop. it's all that and familiar, beginner-friendly and readable!

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i'm very excited to see where gdscript goes in future. gdscript has vectors and matrices as built-in value types and supports non-refcounted classes, even user-defined ones. these two things already give it more potential for gamedev than the vast majority of scripting languages

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as a rust enthusiast, i don't think gdscript is like, the best language ever or whatever. advanced c# users are going to be disappointed, and that's fine, they can use c#. what excites me is how much it improves on other languages in the game scripting niche, while staying simple

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Alex Rock , @pierstoval@mastodon.social
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@hikari It's indeed really good because it mixes simplicity and familiarity with other languages.

However, I'm still not fan of the "the file is implicitly a class by default" strategy, I'd rather have everything be explicit, just like with Unity and C#, it allows for easier class-related quick documentation.

Or go full fledged and use Rust instead :p

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