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cardanometoday at 4:39 PM4 repliesview on HN

> I'm not going to waste my time with GDScript.

The GDScript hate is so odd.

If you know any scripting language you know GDScript. How much time are you wasting when it takes one afternoon to learn? And nowadays it even has gradual typing support for those that are scared of dynamic types.

I have seen C# devs coming to Godot being super prejudiced against GDScript and then end up using GDScript anyway because it is just more pleasant to use.


Replies

TulliusCicerotoday at 7:20 PM

Still doesn't have full static typing support to my knowledge, which is a dealbreaker to me.

The other things are that it just has less support for structuring your code in different ways, and of course the performance is vastly worse. My game does some state space exploration for the enemy AI, so having code that runs an order of magnitude slower just doesn't work for me.

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krapptoday at 5:12 PM

I don't hate it, but I don't like it either.

Mostly because I don't like the Python-style use of significant whitespace. But functions aren't first class citizens, making closures and lambdas awkward, type hinting isn't supported everywhere (such as with callables). I could probably come up with more petty gripes if I opened up a project and played with it. "pass" is an abomination to God.

It's a lot better than it used to be and it gets the job done but I still find it ugly and awkward as a language.

A more general complaint I have is that Godot tries to load every script regardless of whether it's actually included in the game hierarchy.

neonsunsettoday at 4:43 PM

[dead]

eatsyourtacostoday at 5:17 PM

>for those that are scared of dynamic types.

If you aren't scared of dynamic types for any type of semi-large project (like a game..) then you aren't qualified to talk about much.

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