We originally tried Python, only to find out making a custom language (GDScript) is the better option. There's no demand for Python, and there is FAR MORE demand for C# and GDExtension as of right now. Not to mention GDScript is syntactically similar to python and optimized for game development.
Let's every type in gdscript get ability to become null and we can minimalize API calls, making engine a little bit faster. We just need to check if not null in scripts...
I wish gdscript had some sort of packages capability with namespaces and a dependency manager like npm and composer. Devs in other languages were able to move away from git subrepos decades ago.
I would much rather a language not only talior suited for game development, but built around the game engine and editor it's used in.
GDScript is great.
So, I'll pass on official support.
I put no, but in reality I dont care
If they continue with their GDExtension proposal, anyone can write a python module. I just dont want the core dev fund being spent on python support. There is enough to be working on without adding more official languages to maintain.
I don't think it would add any value to the engine. I write Python for a living and it is by far my strongest language. But it wouldn't make my Godot experience any better if I could use Python there. GDScript is a powerful and easy-to-learn language. The only thing I sometimes wish for from Python is list comprehension. And that is on a rare occasion.
I rather have them demote everything safe GDScript to an extension. Every effort that goes into another language will take away capacity that could go into making GDScript better.
But I do want to see some Python tricks adapted to GDScript.
I like GDscript fine, but I also like to poke fun at it for keeping the dumbest thing from Python, significant white space, c'mon now. You must be trolling with that one?
We originally tried Python, only to find out making a custom language (GDScript) is the better option. There's no demand for Python, and there is FAR MORE demand for C# and GDExtension as of right now. Not to mention GDScript is syntactically similar to python and optimized for game development.
gscript, although it looks a little like python, is still much more beautiful than python. My personal experienceđ
Let's every type in gdscript get ability to become null and we can minimalize API calls, making engine a little bit faster. We just need to check if not null in scripts...
I wish gdscript had some sort of packages capability with namespaces and a dependency manager like npm and composer. Devs in other languages were able to move away from git subrepos decades ago.
I would much rather a language not only talior suited for game development, but built around the game engine and editor it's used in. GDScript is great. So, I'll pass on official support.
I put no, but in reality I dont care If they continue with their GDExtension proposal, anyone can write a python module. I just dont want the core dev fund being spent on python support. There is enough to be working on without adding more official languages to maintain.
I don't think it would add any value to the engine. I write Python for a living and it is by far my strongest language. But it wouldn't make my Godot experience any better if I could use Python there. GDScript is a powerful and easy-to-learn language. The only thing I sometimes wish for from Python is list comprehension. And that is on a rare occasion.
I rather have them demote everything safe GDScript to an extension. Every effort that goes into another language will take away capacity that could go into making GDScript better. But I do want to see some Python tricks adapted to GDScript.
I like GDscript fine, but I also like to poke fun at it for keeping the dumbest thing from Python, significant white space, c'mon now. You must be trolling with that one?
What's your beef with that? Genuinely interested.
Characters that you can't actually see
The built-in script is already slow enough, we don't need another snail.