2 hours ago · 10 min read1978 words · Tech · hide · 0 comments

I recently finished writing a fairly significant amount of code—implementing a system first in TypeScript, and then porting that same system to GDScript so it can run on Godot (I have a reason to need both). This has given me a really thorough impression of many aspects of GDScript as a programming language. I've said in the past that I think if you're going to use Godot—which is certainly the best engine for a lot of projects now, and definitely a strict improvement from Unity unless you are very invested in that ecosystem—the best thing you can do is give GDScript a shot. I think a lot of us have recollections of things like UnityScript or even ActionScript, which may make one assume that GDScript is a "toy" language. It really isn't; it's definitely svelte in terms of features—closer to Lua than to JavaScript—but it's very far from being underbaked, and it has a lot of selling points—as well as some caveats. The Good GDScript is designed specifically to be used as the high-level…

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