mpinteractiv
Nobody is saying that it's wrong or an "hindrance", it's just yet another language to learn for a single purpose,yet another ecosystem to write libraries for. But the main issue is that it's either that or C++ (nothing against C++ either, it's just that it cannot be put into random hands). Choice is good. But there is Processing,Haxe,Vala,... + all other general purpose languages and co in this space already. It's not like they couldn't pick something that already existed.
So I checked the doc
> GDScript is a dynamically typed scripting language to fit inside Godot. It was designed with the following goals: (...)
So yeah, it's close to python but with a different syntax. Why ? it's a big fustrating.
Granted Python wasn't necessary developed with game design in mind(though there is absolutely no issue with developing games in Python). I feel there is a lost opportunity here.
> As with most dynamically typed languages though, the higher productivity (code is easier to learn, faster to write, no compilation, etc) is balanced with a performance penalty, but most critical code is written in C++ already in the engine (vector ops, physics, math, indexing, etc), making the resulting performance more than enough for most types of games.
Then why not go with a statically typed language at first place? I began programming with Flash and never had an issue with learning AS from scratch, granted AS2 was less difficult than AS3 for beginners.
Anyway, first time I hear about this project and it looks quite gorgeous.
https://github.com/Mparaiso/playground ( a jsfiddle lite directly available on github , the UI is angularjs : https://mparaiso.github.io/playground )
So thanks. You were the best BaaS feature wise IMHO.
EDIT: however just one point : you took 1 year to rewrite your API in Go, which yielded performances but the product didn't evolve that much in the meantime because of the rewrite, was the experience positive or negative?