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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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gdscript is just fantastic as far as i'm concerned. it has php's runtime-enforced optional type declarations combined with compile-time static typing with type inference. and of course it has real class definitions. why is nobody else doing this. peak dynamic language design

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there's been a lot of concern that gdscript is too slow. and yes, it's not the fastest today, but it has a hell of a lot of potential. it could definitely achieve performance parity with c# in statically-typed code with some investment, without ergonomic sacrifices

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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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