| ▲ | htdt 6 hours ago | |||||||||||||||||||||||||||||||||||||
Good point, I haven't tried C# yet and will after this comment. The original reasoning: GDScript is the default path in Godot, nearly all docs and community examples use it, and the engine integration is tighter (signals, exports, scene tree). C# still has some gaps — no web export, no GDExtension bindings. But you're right that from the LLM side, C# flips the core problem. Strong training data, static typing for better compiler feedback, interfaces for clean architecture. The context window savings from not loading a custom language spec could be significant. Main thing I'd want to test is whether headless scene building — the core of the pipeline — works as smoothly in C#. Going to experiment with this. | ||||||||||||||||||||||||||||||||||||||
| ▲ | andai 5 hours ago | parent [-] | |||||||||||||||||||||||||||||||||||||
Don't all of these advantages also apply to humans? :) This always puzzled me about Godot. I like Python as much as the next guy (afaik GDScript is a quite similar language), but for anything with a lot of moving parts, wouldn't you prefer to use static typing? And even simple games have a lot of moving parts! | ||||||||||||||||||||||||||||||||||||||
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