7 ms·
GDScript is not very maintainable as the code base grows. It lacks proper refactoring tools (e.g. the ones from Jetbrains Rider), static type checking, flexible
by enbugger 9mo ago
GDScript is not very maintainable as the code base grows. It lacks proper refactoring tools (e.g. the ones from Jetbrains Rider), static type checking, flexible object system and many 3rd party libraries which might be needed
- dustbunny 9mo agoMy main point is: if GDScript isn't good enough, go straight to c++ directly in the Engine. I won't even get into how big of projects I've written in GDScript successfully.
- enbugger 9mo agoI don't want to do manual memory management and pointer handling I don't want to have any sort of undefined behavior I want to have quick code reload button in the editor I want to still rely of the engine official documentation with examples like it is with GDScript and C#
- dustbunny 9mo agoYou likely won't need to do manual memory management nor think about undefined behavior. If your writing basic c++ to handle the simulation in a game, it's going to be pretty orthodox and these problems likely won't manifest. The purpose of recommending c++ here is: If GDScript is too slow, reach directly for C++. I'm specifically recommending GDScript over C# for ease of use and c++ over C# for performance.
- deleted 9mo ago[deleted]