| ▲ | et1337 5 hours ago | |||||||
My post could have been a bit longer. It seems to have been misunderstood. I use GDScript because it’s currently the best supported language in Godot. Most of the ecosystem is GDScript. C# feels a bit bolted-on. (See: binding overhead) If the situation were reversed, I’d be using C#. That’s one technical reason to prefer GDScript. But you’re free to choose C# for any number of reasons, I’m just trying to answer the question. | ||||||||
| ▲ | joha4270 4 hours ago | parent [-] | |||||||
At least in my case, I got curious about the strength of /u/dustbunny's denouncement of Godot+C#. I would have have put it as a matter of preference/right tool with GDScripts tighter engine integration contrasted with C#'s stronger tooling and available ecosystem. But with how it was phrased, it didn't sound like expressing a preference for GDScript+C++ over C# or C#++, it sounded like C# had some fatal flaw. And that of course makes me curious. Was it a slightly awkward phrasing, or does C# Godot have some serious footgun I'm unaware of? | ||||||||
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