(no title)
MapsSlaps | 3 years ago
I doubt that I'll have rich tooling and libraries to draw from when I need them.
If I build a game in C#, for instance, I have editors that can lint my code, perform intellisense, automate test generation, and a rich set of libraries I can draw from. If I don't want to write my own Hierarchical Task Network planner, I can use FluidHTN. Likewise, I can pull out my code from my project and modularize it for other engines/games -- maybe I've got a great state machine implementation or something I want to share. GDScript limits my reach.
The knowledge is also not particularly useful outside of working with Godot. Picking up C# from working with Unity, for example, translates to other domains easily if I want to change careers.
I also can't write my backends and supporting services in GDScript. If I wanted to , I could make my entire codebase in C# for both front end and back end code, simplifying my tooling and knowledge needs.
I don't want to be too down on it. I'm sure there are ways that it would save time. My use cases are much more about setting a high bar for ergonomics and engineering excellence for larger projects. I think that in my case, they've provided the Extensions and C# support route. (Though it sounds like getting those to work on all platforms is non-trivial today.)
HideousKojima|3 years ago
I mean technically you can. Godot has a headless mode for servers, etc. I certainly wouldn't pick it as my first choice for all the other reasons you listed though.