• _NoName_@lemmy.ml
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    1 year ago

    Or, ya know, just learn another language. It’s not a big jump.

    Edit: Godot 4.x is already slated to support a plethora of languages- including C#.

    But even if the devs decided to not support C# for some reason: you’re really going to walk away from a game engine over not being able to use C#?

    • Lemminary@lemmy.world
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      1 year ago

      Of all the languages I’ve used over the years, C# is one of the best I’ve found recently. I’d rather not.

    • McWolke@lemm.ee
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      1 year ago

      It’s a single purpose language. Learning it will bring you no benefit other than using Godot.

      Learn c# and you can do basicly anything you want.

      Also gdscript is kinda ugly.

      • jack@monero.town
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        1 year ago

        It takes no time at all to “learn” GDScript if you are a programmer already. It is that simple

        • McWolke@lemm.ee
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          1 year ago

          Sure, I magically know all the syntax, the built in functions and whatnot just because I am a programmer

    • TheFogan@programming.dev
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      1 year ago

      Well I mean the biggest thing that would be the ultimate ideal would be anything that can maximize the ability to bring existing unity projects over to godot. IE minimal refactoring needed.

      Big thing is not just getting people to start their new projects, but what about those who have spent 3+ years mastering their game, only to have the rug pulled out from under them when it was 80% of the way to release worthy.

    • insomniac_lemon@kbin.social
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      1 year ago

      I mean people like what they like, also I’d say “learn another language” makes more sense for 3.X where there were a ton of good language options. C# isn’t the only thing up-in-the-air due to 4.0’s binding system change (that will hopefully be worth it), though C# will get priority for an obvious (and understandable) reason while other bindings will need people in the community to create new efforts for each language that still doesn’t have an option.



      I say that as someone waiting on Nim-lang bindings (and 1 person working on them is consistently working on it) for 4.X (the 3.X bindings were listed as production ready here). I mean unless there are other languages that also: 1. are usable outside of Godot 2. Have an easily-readable style 3. Have good performance 4. Have (optional) low-level capability/options/flexibility. (I’ve never actually looked at C# but I don’t think I want that ecosystem/setup)

      Which, from what I’ve seen seems unlikely as most things seem to pick a side when it comes to speed/capability or ease. Maybe there’s an option with some form of compiled Python but that seems to be a technical mess to get through/decide on and even then said option wrecks its compatibility with Python Godot bindings because obviously it’s not interpreted Python anymore.