Eh?
Just to play devil advocate slightly, but there are some similarities. You can create an object in Unity and bolt on functionality such as animation players etc. In Unity these are in effect just scripts, in Godot they are nodes of some type. but both ultimately do the same thing.
Godot uses a tree structure, Unity is just pure componentisation.
The C# implementation is different currently, however once it gets moved over to effectively to an extension it will mapped API calls which in effect will be the same as Unity. (and for the better)
But they are vastly different in lots of other ways, and as you said, whats the question here? We can have C# & Unity and have C# and Godot.
Its an odd hill to die on by the OP.
Okay, I understand that many people want to open an engine and immediately start using C# because it makes it easier to attract Unity developers. But I still feel they could have focused more on Python and GDScript.
The reason is that it would allow people to learn and use the engine more naturally. Nowadays, a huge number of developers already use Python — AI engineers, web developers, automation developers, and more. Imagine how many of them could transition into game development more easily if Python had proper support in the engine.
Instead of trying to feel closer to Unity, Godot could have pushed a more unique identity around accessibility, simplicity, and modern Python-based workflows.
But Godot is focused around GDScript already and that gives it the unique identity. I don’t understand what more you could want.
I don’t think the lack of Python support is what keeps them away from doing game dev. If someone wants to do game dev, especially with Python knowledge - Godot and GDScript would be a breeze to learn as it is today.
You can use Python with Godot, there are extensions for it. But it’s a completely unnecessary hussle and I would recommend anyone to do GDScript anyway.
Yeah I don’t really know what you mean.
GDscript is the default, I’m a Python dev and basically just picked Godot and was able to make things from the word go without thinking.
… and most indie gamedevs:
1 - are not programmers
2 - if they know how to code, are used to C#
Like, I don’t see the point of appealing to corporate devs to use Godot?
I think maybe they mean that Phyton should have been the secondary language, not C#.
But yeah, what they mean is not clear at all. But i also think it doesn’t make much sense as far as I understand.
In the end the big corporate devs are going to be either using Unity / Unreal or rolling their own engine anyway (Frostbite, IDTech, RE Engine, Snowdrop etc.)
There’s only really been one high profile use of Godot so far, and that’s for Portal on Battlefield 6, I dont see that changing any time soon. However that doesn’t mean it wont, lots of people used to (and still) use Maya, but there are also a hell of a lot of higher profile devs these days that use Blender as well.
Godot is fine for where it needs to be, it doesn’t need Python , it has GDScript. The argument could be made that it doesn’t need C#, but there are a lot of ‘bedroom’ coders and small indie devs out there that do use it, because they have moved over from Unity / XNA.
Don’t take the bait, @dragonforge-dev
C# as a core language is a remnant of the 3.x days. It was the big boy alternative to GDScript, which in itself is Godot’s replacement for python.
In fact, you can use python through py4godot or godot-python but i can’t garantee their bindings cover all the latest and greatest of the core engine.
If python is that good and more liked by godot’s users, it will get more support than godot-rust.
Agreed, my answer is a bit odd, it was on a separate thread.
What I mean by “corporate dev” was less about corporate gaming companies, but the given examples of AI “engineers” or CI/CD deployment engineers, totally disconnected from the gaming industry
You are just trolling now mate …. seriously.
Picking something up easily doesn’t mean it’s the same thing. Have you ever heard of Blender Game Engine? Lua and Python do have some similarities, and I could also pick up CryEngine 3 and still make a good game with it, but that doesn’t mean it’s the same as Python.
Different engines and languages can share concepts, but they still work differently under the hood.
Ehh? Ehh? EHHHH?
I doubt about it
We’re probably different. He answered more questions than I did, but I’m under an NDA, so I can’t speak about the projects I’ve worked on. I’ve seen more real-world projects than this, so please don’t try to use professionalism against me.
Technically more efficient code would be C# by an order of magnitude (followed by C++ and Assembler).
Try making a Total War type game with GDScript and then come back to me when you have figured you can’t unless you at the very least use C#.
Yes, if only they could have realized 25 years ago in 2001 when they started creating the engine, that they would be copying Unity, when that came out 4 years later! A pox on them making that poor decision so long ago!
If only they had focused more on python…oh wait, GDScript originally was python, and evolved from that? What!? And GDScript is the primary programming language of Godot? (These facts should perhaps be discarded to make one’s point.)
Ah, if only they had predicted the LLM/AI revolution would use python in 25 years! A pox upon their house!
How about instead of conforming to python-based workflows, it could have developed its own identity and been a fusion of a node-based IDE and a game-centric programming language that leveraged the benefits of python and added things that were beneficial specifically for game development? No? You’d prefer if it was pure python? Huh.
Why?
Please do because I’m starting to believe that both @fola_amori and @Guarapicci are either wind up merchants or AI bots, and should just be reported.
Okay, I guess you know more. CryEngine 3 uses Lua for scripting, and it’s easier to pick up and use. I’ve also seen more industrial companies use it.



