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*Worth noting that GDScript (Godot's scripting language) is almost identical to python



It's true that GDScript is inspired by python, but I think it's a big stretch to say it's almost identical to python. You have to squint VERY hard to make such a claim, or not know anything about python. No generators, no context managers, classes are fundamentally different. The clearest similarities are also the most superficial, such as continuing to use whitespace for scope, or the 'pass' keyword for empty blocks. I like that gdscript is duck typed, but that's hardly a distinctive python feature.

Overall, it's more pleasant than using C++ or C#, but it is very different from python. However, what you can do is use godot-python, a native python binding extension made after GDNative was added in 3.0. Doing this gives you the most important feature of python: access to the package ecosystem. It's not like python if I can't use libraries like scipy or tensorflow for advanced math operations.


I don't disagree with you. I meant in the context that someone with a passing familiarity with Python can generally jump right into GDScript and get acquainted very quickly, which reduces the learning curve.




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