Post AlwOPFFd9SRh9vy6fg by mdiluz@mastodon.gamedev.place
(DIR) More posts by mdiluz@mastodon.gamedev.place
(DIR) Post #Alw9gkZKT3KNtr4UIS by mdiluz@mastodon.gamedev.place
2024-09-12T18:02:10Z
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Hot take but Godot would be a lot better if it's first language wasn't a custom one...
(DIR) Post #Alw9glDO47N1u5oTjc by mdiluz@mastodon.gamedev.place
2024-09-12T18:27:48Z
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To be clear it's not that gdscript is bad, it's actually quite good imho - more that I wish I was on the timeline where the language was just plain old python
(DIR) Post #Alw9glgSK2cfMFPh2m by ignaloidas@not.acu.lt
2024-09-12T19:33:16.774Z
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@mdiluz@mastodon.gamedev.place tbh as a professional python programmer and a recreational Godot dev, I'd rather not. GDScript fits incredibly well into the role, and while you could fit Python into it, it wouldn't be as good unless you do some cursed stuff where it's barely Python anymore.Essentially, I think it would lead to a situation similar to what Unity had where their version of C# was so old, that realistically the only new development targeting it was for Unity, everything else had moved on to newer versions.
(DIR) Post #AlwOPFFd9SRh9vy6fg by mdiluz@mastodon.gamedev.place
2024-09-12T21:22:01Z
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@ignaloidas oh yeah that's fair, Python perhaps wasn't the best example. Just any open ecosystem language with support in other IDEs, linting, static checks, etc.
(DIR) Post #AlwOPFziO7JDSrWuVE by ignaloidas@not.acu.lt
2024-09-12T22:18:13.233Z
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@mdiluz@mastodon.gamedev.place Eh, I don't think their model fits that well with any pre-existing language. And in general, I think that the value in pre-existing linting and static checks is often over-rated. The deep integration that's possible when you're creating a language for a specific use case can often give you more productivity than utilizing pre-existng linting and static checks that more general-purpose languages have. And it's not like you can't build linters and static checkers for a new language - GDScript now has a pretty comprehensive warning system with all of the standard stuff you'd expect from a linter, and Godot specific lints that you wouldn't.From a recent interview with the lead Factorio developer, he said that one of the main things he'd change if they were to do it again, it to not use Lua for scripting, because they had a bunch of problems because the pre-existing language does not consider the constrainsts that they need for it's usage https://youtu.be/CtALqDo9rX8?t=797 (interview in Czech, but with high-quality English translation in subtitles)