> gdscript is not python, it's lacking several small python things that makes python awesome: list/dict comprehension, .items(), sets, although gdscript is quite enough and still quite a good language for game dev as it does just everything well, especially for natives types etc.
This is my biggest issue with Godot, although not that GDScript isn't python, its that it isn't a "real" language (or I guess general purpose might be a better word). In fact its probably the only thing I miss from Unity.
To be fair I'm not sure I'd pick Python myself, as much as I love the language I'd probably pick something with a bit more focus on performance. Go might be a good choice, I dont know.
It's not even that GDScript is bad, in fact without comparing it to other languages its pretty great, but you just lose so much when compared to general purpose languages. I know theres bindings, but having done the same with Raylib the support for non-official languages is pretty much non-existent. Its pretty bad for Mono, which is an official binding
The docs have c# examples, but the community by and large uses gdscript, it's the "default" language. Again, it's the same with Raylib, bindings have documentation but it's difficult to find anything using that language outside the docs.
This is my biggest issue with Godot, although not that GDScript isn't python, its that it isn't a "real" language (or I guess general purpose might be a better word). In fact its probably the only thing I miss from Unity.
To be fair I'm not sure I'd pick Python myself, as much as I love the language I'd probably pick something with a bit more focus on performance. Go might be a good choice, I dont know.
It's not even that GDScript is bad, in fact without comparing it to other languages its pretty great, but you just lose so much when compared to general purpose languages. I know theres bindings, but having done the same with Raylib the support for non-official languages is pretty much non-existent. Its pretty bad for Mono, which is an official binding