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They seem to plan more support for optional typing, though, which I would count as a bonus vs Python et al.

For Godot 3.1, optional typing is a parser-only feature. The plan is, afterwards, to include typed instructions in the state machine to greatly optimize performance.




Yes, and typing will help towards AOT compiling and performance, etc., but I would really like to just dive in and write code in a language I already use or that can be shared among engines (there is a lot of Lua code out there in the game dev universe, for instance).

Having to learn another language (no matter how simple) for a specific runtime is the sort of time investment one should ponder carefully (I’ve written code in dozens of languages, and the learning curve until being productive matters a lot when you move across environments, frameworks and runtimes).


Use C# with Godot. I am personally looking forward to F# with Godot. GDScript is close enough to Python for me, I had no problem with if from the start, and it integrates really well with Godot.


Issue is C# is desktop only right now.


That is an additional point I wasn't fully aware of. I've tinkered with Unity and they address every platform with every supported language.

Whereas I can do some desktop animation stuff with Godot without caring much (that's one of the reasons I'm interested in MIDI support), if I were to go beyond the hobby phase I'd definitely target iOS first...


It's on their list, and at the rate that they are moving, it will be there soon. It is based on Mono, so there shouldn't be too much friction there. Unity is good, but for Android and iOS I play with Raylib in C.


Godot now has native bindings for many languages. Search for gdnative and your language of choice.




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