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Re:What's new in C# for Godot 4.0 by krapp on Sunday February 26, 2023 @06:52AM (#34944847)
Everyone who uses javascript has to write it in a superset language that has sane types, a (poorly implemented) standard library, and other features javascript lacks, and treat it like a batch of volatile chemicals because outside of its specific niche of scripting the DOM, javascript is a terrible, unstable language at best adequate for purpose, a necessary evil because the web doesn't support anything else (barring WASM.) Gamedev isn't (necessarily) tied to the browser, so why not use a better language to start with?

That said, there are forks of Godot that support JS/TS but I don't know how up to date or ready they are.

Re:What's new in C# for Godot 4.0 by beezlewax on Sunday February 26, 2023 @07:48AM (#34945115)
Is there a use case for WASM here and rust for example to run games in the browser?

There are game engines written in rust Bevy for example

Re:What's new in C# for Godot 4.0 by eropple on Sunday February 26, 2023 @11:57AM (#34947047)
> so why not use a better language to start with?

Perhaps consider that for many programmers, TypeScript is JavaScript, and TypeScript is that better language. I've put a decent amount of thought into using TypeScript for games because it allows for a flexible, expressive data model in a way that few other languages do. The performance might be a problem for some flavors of games, but I'm interested in discrete simulations almost exclusively, where it doesn't matter at all. But TypeScript allows effectively encoding intent into data structures and into code in a really ergonomic and pleasant way, while also running on virtually every gaming platform on the planet.

(Rust, etc. are fine. If that's your bag, that's great. I'll write Rust if I need to, but I don't enjoy it, and don't seek out opportunities to write it.)

Re:What's new in C# for Godot 4.0 by krapp on Sunday February 26, 2023 @06:36PM (#34950947)
Typescript as its own thing, with real types, not compiling to JS or being limited to its semantics, I could get behind as a language for game scripting.
Re:What's new in C# for Godot 4.0 by imtringued on Monday February 27, 2023 @02:16AM (#34953910)
In don't know what you mean by discrete simulations but I would expect simulation games to be more performance intensive because of unbounded complexity vs say an FPS game.
Re:What's new in C# for Godot 4.0 by eropple on Monday February 27, 2023 @11:05AM (#34957981)
"Discrete simulations" are things like turn-based strategy games, roguelikes, and so on. You can think of it as "automated board games" in a lot of ways.

https://en.wikipedia.org/wiki/Discrete-event_simulation

In truth, I think V8 is almost certainly more than fast enough for real-time games (real-time in the gaming sense, not in the OS sense); Mono is fast enough for Unity, even, and Mono is creaky and slow, with a really poor garbage collector, on its best day. But for the stuff I'm interested in, I just don't care at all.