Godot Engine

Godot Engine

[unassigned] May 27, 2022 @ 10:31am
HELP: GDScript or C# ???
so i have a fair bit of experience with object oriented programming. i'm mainly leaning towards c# since i've been meaning to pick it up for a while and there will be some transferable skills to unity.
So would i be loosing out on anything significant if i go with the Mono version? have any unity devs found GDScript superior?

I've been using unreal the last couple of years, mostly visual scripting and occasionally dipping into c++ if i couldnt avoid it :P

EDIT CONCLUSION:

- c# has more tedious setting up to do and probably requires separate IDE
- c# has performance gains (in an abstract, case by case sense, rather than flat percentage or whatever)
- you can use both c# and GDScript files in the same project (but not in inherited classes)

see also: https://www.youtube.com/watch?v=lVcg1hfMVCo

currently just using GDScript while i get used to editor. Long term plan is to use Godot with just c# though so if anyone has a good tutorial to share i would appreciate it!
Last edited by [unassigned]; Jun 1, 2022 @ 10:54am
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Showing 1-13 of 13 comments
phillippi2 May 27, 2022 @ 10:53am 
Godot does support visual scripting. However, it is very basic, compared to Unreal.

There is no functional difference between languages. What can be done in one, can be done in any other language supported.
[unassigned] May 27, 2022 @ 10:57am 
Originally posted by phillippi2:
Godot does support visual scripting. However, it is very basic, compared to Unreal.

There is no functional difference between languages. What can be done in one, can be done in any other language supported.
thanks!
i heard the visual scripting was bad but I'm honestly looking forward to getting back into typing code.
Your answer cleared up my main concern that i would be loosing engine features or something by not choosing GD script.
RogueDeus May 30, 2022 @ 5:32pm 
Is C# still borked?
Requiring all that work around.
N0P3 May 31, 2022 @ 12:32am 
ATM choosing a language should be based on what you find more curious; Godot 4 will release with an overhauled scripting engine with more comprehensive and refined GD-Script as well as better C# & visual scripting support. If you have interest in C# then do C#.
RogueDeus May 31, 2022 @ 3:00am 
That is why I am asking. There seems to be recent issues with using C#. As in, issues actually getting it to work correctly. Unrelated to esoteric, subjective, things.
[unassigned] May 31, 2022 @ 3:22am 
Originally posted by RogueDeus:
That is why I am asking. There seems to be recent issues with using C#. As in, issues actually getting it to work correctly. Unrelated to esoteric, subjective, things.
i didnt see anything as serious as it being unusable. the main problems were getting a comfortable development environment set up.
what kind of issues were you seeing?
RogueDeus May 31, 2022 @ 4:07am 
My mistake. Seems the issues were in 3.2.#, and not as recent as I was told.
Last edited by RogueDeus; Jun 1, 2022 @ 11:40am
RogueDeus May 31, 2022 @ 4:34am 
Small caveat. (For Visual Studio users)

Be sure your PC has .net Framework targeting pack 4.7.2 installed.
And grab C# Tools for Godot exension. (For VSCode)
[unassigned] May 31, 2022 @ 6:09am 
Originally posted by RogueDeus:
Small caveat. (For Visual Studio users)

Be sure your PC has .net Framework targeting pack 4.7.2 installed.
And grab C# Tools for Godot exension. (For VSCode)

i'm way too lazy for all this malarky. i dont know if its my anxiety or what but i keep thinking of all this extra points of failure, the added steps if i want to get set up on another computer and having to find solutions in recursively more niche communities.

So i'm going to wait until v4 and hope they get decent c# integration. Thanks for the updates though, appreciate it
rontarrant Jun 1, 2022 @ 5:02am 
I'd say GDScript is the way to go because it's the native 'tongue' of Godot and, as has been mentioned elsewhere in this thread, it gives you a no-setup start.

The performance gains of C# may not (or even ever) be necessary, but that depends on the project, I guess. It's a bridge I'd cross when I came to it, frankly. And since both languages are compiled to bytecode before execution, as GDScript matures, there's a very real possibility that it'll catch up to C#, performance-wise, making this a moot point.

If you know Python, you'll have no problem with GDScript. Now, don't get me wrong. I much prefer a curly-brace language (Allman style like D). But, GDScripts are so short that if you follow OOP guidelines, there's very little to trip you up. Yes, it lacks a few things (ternary operators for one) but IMHO, that's not a deal-breaker.

Anyway. My two cents.
RogueDeus Jun 1, 2022 @ 5:48am 
My understanding is that the performance improvements of C# are minimal. Something akin to 3% on avg. So I am not really using it for that reason. Mostly, just to get back into using C# in general. It's a more generic use language which applies to more than Godot, and thus more of a win win. I get to use it again, and I get to use it in Godot.

Plus. I like using VSCode.

Also... I've heard people say that C++ in Godot is where the real performance improvements are.
Anyone know of examples?
phillippi2 Jun 1, 2022 @ 6:01am 
Originally posted by RogueDeus:
Also... I've heard people say that C++ in Godot is where the real performance improvements are.
Anyone know of examples?
Unfortunately, Godot is not setup to import C++ objects/scripts. Any C++ has to be done as part of the engine source code.
Thornok Jun 4, 2022 @ 11:44am 
scripting is great because it's flexible and probably less verbose.

for more complex and advanced tasks c++ will be the better choice.


still it's possible to combine both.
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Date Posted: May 27, 2022 @ 10:31am
Posts: 13