Re:Godot is not the new Unity – The anatomy of a Godot API call
by johnnyanmac on Tuesday September 19, 2023 @02:26AM
(#37566263)
I understand it. it was built a certain way to support ease of use above almost anything else.
That ease of use is important, but also may be holding back Godot's true 3d capabilities. From a cursory glance as someone wanting to work on a decent scale 3D game, I'd need to treat GDSCript as I do Unreal's Blueprints as of now: miniize use only to high level scripting and maybe UI/Shader code. That's not me saying that GDScript nor blueprints is bad, just that it gets in the way of my specific use case.
If I can help speed up the engine underneath as a whole in the process: wonderful. I don't necessarily want to disrupt GDScript for my convenience either, but like any refactor some breakage is inevitable.
That ease of use is important, but also may be holding back Godot's true 3d capabilities. From a cursory glance as someone wanting to work on a decent scale 3D game, I'd need to treat GDSCript as I do Unreal's Blueprints as of now: miniize use only to high level scripting and maybe UI/Shader code. That's not me saying that GDScript nor blueprints is bad, just that it gets in the way of my specific use case.
If I can help speed up the engine underneath as a whole in the process: wonderful. I don't necessarily want to disrupt GDScript for my convenience either, but like any refactor some breakage is inevitable.