I think, the community of godot will decide…
It’s will depends on how the community will used most c# or gdscript
In my opinion, support multiple scripting languages will affect the community and getting support support from others.
But now, only c#, no doubt godot will face same issue
One more thing, I think anyone know gdscript very well , will keep using it
But anyone coming from unity or other game engine
May see c# better, since no need to learn, the basics , dive in docs. , and start coding
For me, I really disagree the multiple scripting language
Because it’s will end with one
So learn from unity mistakes better
Good luck everybody
I understand that „pizza’s are not for free”, but I’m afraid that team will be focusing on implementing Cstupid# features and fixes instead of improvements for GDScript. This is how all good ideas and solutions die anyway beacuse of Microsoft evil touch.
pzagawa | 2017-11-03 11:26
C# is Unity’s main language and it’s built on top of .NET tech.
Godot has GDScript as it’s main language and it’s tightly integrated with the editor.
Lisandro Lorea | 2017-11-03 15:17
This is my own current understanding: C# as C# script, and as a programming language is friendlier than other reduced versions scripting languages, however it costs a performance from game. But I doubt that coding higher level logic requires too much performance for most of games - in that sense C# as scripting language would be a better choice.
From future perspective however we still have godot engine (c++) + scripting language (GDScript or C#) - that’s two programming languages.
And learning another language or mixing two different ecosystems is not so good anyway. (I know the curse of managed c++)
C++ will raise however - there already exists modules support, and I hope that compilation will be one of the modules, after that we could have C++ core + C++ scripting, and forget about other scripting languages.
tapika | 2017-11-05 21:02