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There is no functional difference between languages. What can be done in one, can be done in any other language supported.
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.
Requiring all that work around.
what kind of issues were you seeing?
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
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.
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?
for more complex and advanced tasks c++ will be the better choice.
still it's possible to combine both.