Choosing Your Godot Programming Language: C#, C++, GDScript,...

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  • čas přidán 12. 01. 2024
  • ▶︎ FREE APP "Learn GDScript From Zero" : www.gdquest.com
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    ------------------------------------------
    🖋 SYNOPSIS
    Learn about the 3 programming languages of Godot and decide which to use when and for what or choose the one that's right for you.
    #godot #csharp #cplusplus
    -------------------------------------------
    CC-BY 4.0 LICENSE
    Terms: creativecommons.org/licenses/...
    Attribute To: "CC-By 4.0 - GDQuest and contributors - www.gdquest.com/"

Komentáře • 300

  • @Gdquest
    @Gdquest  Před 4 měsíci +124

    On the state of c# right now: at the time we release this video (January 2024), you can't export c# games to the browser with Godot 4. This was possible in Godot 3 and is probably just a matter of time.
    Godot depends on .NET releases for some c# platform support.
    Right now you can make desktop and mobile games with c# in Godot.

    • @jokerphoenix3788
      @jokerphoenix3788 Před 3 měsíci +2

      When will the .NET version of Godot arrive on Steam?

  • @filiformis
    @filiformis Před 4 měsíci +457

    You ask 5 gamedevs what language you should use, you'll get 6 different answers.

    • @BryceDixonDev
      @BryceDixonDev Před 4 měsíci +126

      Still somehow better than web development where you'll ask one developer and get 6 different answers.

    • @Gdquest
      @Gdquest  Před 4 měsíci +41

      Then there's what happens when they're both...

    • @kimmyera174
      @kimmyera174 Před 4 měsíci +6

      @@BryceDixonDev True. Not just like HTML/CSS/JavaScript either for your frontends, but databases, backends, respectively using NO/SQL, and any possible language honestly.

    • @SnakeEngine
      @SnakeEngine Před 3 měsíci +1

      I thought it's always C# nowadays.

    • @insanimal2
      @insanimal2 Před 3 měsíci +4

      Sounds like that might be a zero-based indexing issue

  • @AstonJay
    @AstonJay Před 4 měsíci +209

    When it comes to programming languages, as long as any developer knows their fundamentals by heart, the only thing you have to "learn" for a new programming language is the syntax. In the case of C/C++, it would be memory management, caching, and a few other things. But overall, the fundamentals of programming is all you need to "master" any programming language and write good programs with it.

    • @Gdquest
      @Gdquest  Před 4 měsíci +18

      Word.

    • @zigrakudo4092
      @zigrakudo4092 Před 4 měsíci +10

      yeah, absolute beginners to programming should be taught how to do flowcharts and pseudocodes, not copy pasting codes without understanding what they do. Ditch the mindset of "If it works, it works" or even bethesda's "it just works".

    • @leinadnolor
      @leinadnolor Před 3 měsíci

      tru @@zigrakudo4092

  • @Shadow-cs7oy
    @Shadow-cs7oy Před 4 měsíci +79

    I wish there was a beginner-friendly interface for C++ developers out of box. I get the idea of using GDNative, but I really don't like the fact that you have to manually download it and do settings you probably won't understand.
    Solution example: when you wanted to create a script for a node in C++, the Engine would had automatically added both header and code files with presettings of the parent node. It also would have helped a lot in object-oriented programming, providing you more access to nodes and libraries. The libraries themselves could have been added in a specific folder, guaranteing users that the libraries will be available in both debugging and exporting projects

    • @dhombios
      @dhombios Před 4 měsíci +8

      It would also be nice if the engine automatically generated the required makefile (or scons script) to compile your gdextention for all supported platforms. Additionally, godot could have a button for recompiling all gdextentions used in the project instead of having to do it manually

    • @Gdquest
      @Gdquest  Před 4 měsíci +20

      I definitely hope that the team or contributors gets to making this more accessible at some point. I'm sure there have been proposals for stuff like this and it's likely a matter of someone having the time to work on this.

  • @ajmgdaj
    @ajmgdaj Před 4 měsíci +387

    The Zero compile time for gdscript is an absolute killer feature

    • @Christobanistan
      @Christobanistan Před 4 měsíci +17

      Is there a sort of 'fully compiled' GDScript option when we need to test performance? Or is it interpreted even on end user systems? Because from what I've seen, performance is abysmal. If we have to write performance critical bits in C++ that is a real pain...
      I really wish Godot's C# implementation was far better.

    • @BryceDixonDev
      @BryceDixonDev Před 4 měsíci +43

      GDScript is compiled to bytecode, then interpreted. This is a pretty universal feature of interpreted languages.
      It'll never be compiled to machine code, though.

    • @PopCar
      @PopCar Před 4 měsíci +8

      Not just zero compile time, it also has hot reloading so you can change functions at runtime for rapid prototyping. It's really cool.

    • @ShiloBuff
      @ShiloBuff Před 4 měsíci +9

      @@Christobanistan You can improve performance with static typing. Also C# implementation is still usable. But I agree I wish things felt overall as I don't feel happy choosing any of the languages primarily.

    • @xananax6823
      @xananax6823 Před 4 měsíci +22

      @@Christobanistan What performance issues did you encounter in practice to make that statement?
      I ask because the language you use is typically the least important part for performance.
      A large number of Godot commercial games are written in GDScript.
      Generally, for the vast majority of games, whether you wrote your game code in pure assembly or in Scratch, and whether you used very efficient patterns or the worst possible ones, the difference would be imperceptible to the player. The heavy lifting is done in the engine in C++, and your code is some minor glue.
      If you have performance issues, you should look, in that order, at: assets, data structure, code structure, threading work, scaffolding work, language.
      But let's say you were making a bullet hell, which requires a lot of loops per frame, and GDScript's performance (about 8000 bullets on screen) was not enough. If you needed to port that part in C++, it would be about 30 lines out of your thousands of lines of game code (and that C++ would look almost identical to GDScript).

  • @anastasiaklyuch2746
    @anastasiaklyuch2746 Před 4 měsíci +39

    For performance, the bottleneck is actually whether it's CPU (script) or GPU (shader) that does the calculations. This means that the shader language is the 4th language and is the most efficient, especially with compute shaders.
    It's currently a drag to integrate into your code, but learning it is fairly smooth, results are fast and optimisation is through the roof, especially with complicated marching-cube terrain-generation, for example.

    • @Gdquest
      @Gdquest  Před 4 měsíci +4

      Excellent point

  • @feripuru
    @feripuru Před 4 měsíci +59

    I'm really enjoying using Godot to build my game. It's a RTS with Survival elements. That said, I needed some specific codes to be really performant. I'm currently building everything in C# (because of the available libraries) and Rust (because it's my "main" language) for the performance-critical code.
    I really liked using GDScript in the past. That's to say my choices were probably more personal than pratical.

    • @Gdquest
      @Gdquest  Před 4 měsíci +9

      I find this to be an excellent approach to choosing and using programming languages in general. Letting the right balance between your preference and the needs of the project drive your choice at a given time.

    • @shadid516
      @shadid516 Před 4 měsíci

      How are you developing in Rust?

    • @NateyC214
      @NateyC214 Před 4 měsíci

      @@shadid516 There's a Godot - Rust plugin available.

    • @kurushimee
      @kurushimee Před 4 měsíci +1

      I'm interested in what C# libraries you found use for in Godot development?

    • @feripuru
      @feripuru Před 4 měsíci +1

      @@kurushimee I'm currently using only the standard library but I meant that, in case you need, you can use C# libraries available for any type of task you need.

  • @vojtastruhar8950
    @vojtastruhar8950 Před 4 měsíci +120

    I think you left out a major consideration aspect - long-term sustainability. For projects that last years and involve multiple people at the same time (~3 and more?), I think C# might be the way to go because of the tooling. You mentioned Rider and I cannot stress enough how big of a deal it is to have a full-fledged IDE at your disposal. Namely refactoring is something that's not easy for a GDScript codebase. If you have a long-running project, refactoring is inevitably something you will need to do. When the time comes, you might pay a price for the fast iteration speed of GDScript.
    Not an issue for me, I have a 1000 unfinished GDScript games so far :) But I think it's important to think about

    • @Gdquest
      @Gdquest  Před 4 měsíci +24

      Good point!
      I think GDScript isn't too far behind bigger languages in this regard, given you use it in the context of a fully fledged framework, Godot. You do have something not too far from bigger languages like c# and typescript, for me, with external editors, the language server, and the Debugger adapter protocol. Renaming symbols and their references and looking up references are supported. For me they're the most useful tools in that category by far - I very rarely need extraction. But if people do need the rest, I'd expect more tools to come as people really come to need them.
      In practice I've found refactoring needs to mostly stem from changing design requirements and requiring rethinking and rewriting parts of the code big enough for tooling not to make much of a difference.

    • @Kylanto
      @Kylanto Před 4 měsíci +6

      There are downsides to using C# for bigger projects, mainly garbage collection

    • @Cameo221
      @Cameo221 Před 4 měsíci +8

      Absolutely. I've been preaching this for a while, but my dilemma is that I like c# because of the absolutely powerful refactoring capabilities with Rider. But there's 2 huge problems I personally have:
      No hot reload, and the existence of recompile times.
      Because of those 2 issues, it compells me to only wanting to use GDscript. But the issue there is the weak refactoring options!
      My hope in the future is that GDscript gets better editing UX in the future, whether it's Jetbrains that does it, or the Godot engine itself.
      Godot is very exciting to me, but I'm still using Unity because of my reasons above 🙂

    • @leinadnolor
      @leinadnolor Před 3 měsíci

      ohhhh@@Cameo221

  • @majorgnu
    @majorgnu Před 4 měsíci +58

    One thing people should know is that Godot 4 still doesn't support C# for web exports, so if you're targetting the web that's currently not an option.

    • @Gdquest
      @Gdquest  Před 4 měsíci +13

      Yes, good point at the current time.

    • @mayankbhaisora2699
      @mayankbhaisora2699 Před 4 měsíci

      @@Gdquest Can i use Swift with Godot?

    • @Roosader
      @Roosader Před 4 měsíci

      ​@@mayankbhaisora2699Yes, using SwiftGodot by Miguel De Icaza (founder of mono and Gnome). He's also porting Godot to iOS using his Swift integration for Godot.

    • @Christobanistan
      @Christobanistan Před 4 měsíci

      @@mayankbhaisora2699 Please, no.

    • @DanielAlbanoIII
      @DanielAlbanoIII Před 4 měsíci +3

      That's why I switched back to Godot 3.5 so I could export for browser in C#. I'm still waiting for Godot 4 update for C#.

  • @grilleFire
    @grilleFire Před 4 měsíci +11

    I did NOT know you could debug in real time! I always just closed the game window, make a change in editor, and run the game again!. MY MIND IS BLOWN!!!

  • @Snyper-if3kt
    @Snyper-if3kt Před 4 měsíci +21

    Your GDScripting app was what convinced me to Godot over Unity as I started learning Python during the pandemic and the similarities meant I wouldn't have to start learning a brand new language as I'm not a professional programmer. Then a couple of months later the whole Unity debacle happened and I'm glad I decided to go with Godot even though I'll likely never make the amount of money required to have to pay for it, the fact that Unity did that the way they did is a very shady thing to do and I feel they will just slowly make changes to their pay structure anyways.

  • @SamdaChao
    @SamdaChao Před 4 měsíci +54

    I was going to use unity but you turned me right around to Godot. Thanks!

    • @Noccai
      @Noccai Před 4 měsíci +7

      Welcome to the cult! :D (To be serious tho, wish you luck and a lot of fun with your game development!)

  • @pointyheadYT
    @pointyheadYT Před 2 měsíci +5

    A tutorial video on just the big differences between C#/C/C++ and GDScript would be great for someone like me only familiar with the former.

  • @NateyC214
    @NateyC214 Před 4 měsíci +3

    I came to Godot as a very fresh programmer with some Basic knowledge. GDScript has been amazing to learn, in no small part due to your channel and courses. One of the best things about it is that it is growing as a language and grows with the engine. Though this causes some dramatic changes, like in Godot 4, I am very excited to see what comes out in the future.

  • @nullismstudio
    @nullismstudio Před 3 měsíci +4

    Some upsides that were missed with C# (IMO, the largest ones):
    1. It's statically typed and compiled, so fewer runtime errors and basic features like typed dictionaries.
    2. Intellisense is orders of magnitude better, noticed that GDScript gets pretty wonky.
    I still use GDScript, but project is getting large enough that I need more sanity checks, and am willing to add C# boilerplate to avoid the major drawbacks of GDScript.

  • @QatariGameDev
    @QatariGameDev Před 4 měsíci +28

    The next video should highlight the following:
    1- The Godot engine is an open and community-driven project.
    2- In addition to GDScript, C#, and C++/C, programming languages such as Rust, Swift, and others are available, thanks to contributions from the community.
    3- There are also game engines like RPG in the Box, The Mirror, and Cozy Blanket developed using the Godot Engine. 😁

  • @sukunasiddhu
    @sukunasiddhu Před měsícem +2

    My suggestion is to use C++ because it is more flexible (for making custom and unique game mechanics) and have more performance, and also if you use C++, If you will decide to switch to Unreal engine you won't need to learn one more language because the unreal engine uses C++ and it has a big community around the C++ in UE5

  • @troy1993
    @troy1993 Před 4 měsíci +5

    As someone who just wants to makes little games as a hobby. And doesn't know much about programming. I love gdscript.

  • @lamelama22
    @lamelama22 Před 4 měsíci +5

    Overall a pretty good video and did a good job explaining the tradeoffs.
    Minor nits: Strange that you didn't mention that the #1 reason to use C# and the why developers want it is because that's the language Unity uses, and developers simply want to be able to re-use their code; so if you're coming over from Unity, it's probably easiest & best to use C#. Similarly, another reason to use C/C++ is that the code you write can be re-used, often without modification, on pretty much *any* other computer / engine / OS; unless it's a Godot-specific interface; which you should minimize. Have code from an old game that runs on Windows or native Android or possibly even iOS (if you were smart & didn't use Obj-C / Swift); it can just be reused as is.

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      We do say that if you're already used to one of the languages you can continue using it. Nevertheless, in one of our shorts that you may have seen, we do recommend for Unity folks to still pick up a bit of GDScript to make it easier to benefit from tutorials even if they reference GDScript and in general for easier time going through the official doc listing of equivalencies.

  • @MadsonOnTheWeb
    @MadsonOnTheWeb Před 4 měsíci +4

    I'm very comfortable with C#. Glad we've got this option

  • @brunoarnoni
    @brunoarnoni Před 4 měsíci +1

    I believe that GDScript for gameplay in general, and C++ in a C style for algorithms might be a good combo for me. Thanks for the video.

  • @tamkish
    @tamkish Před 4 měsíci +3

    as almost exclusively C# user, i absolutely love gdscript just for existing and would recommend it for anyone who doesn't have prior experience with the engine or programming

  • @adventuretuna
    @adventuretuna Před 4 měsíci +24

    I dunno about C#. It feels like a second-class citizen in Godot with how little documentation there is.

  • @liamspruyt
    @liamspruyt Před měsícem

    great video, i'll check out the app so i can make the games i wanted!

  • @implozia1360
    @implozia1360 Před 4 měsíci

    Thank you so much for this video! I am but an artist and not knowing where to start language wise when I want to work with Godot is a lil tricky.

    • @Gdquest
      @Gdquest  Před 4 měsíci

      I come from an art background too :) Talking to computers is not exclusive to tech disciplines. I'm happy GDQuest videos are helpful to you.

  • @spycemyster8198
    @spycemyster8198 Před 4 měsíci +1

    Awesome video! Really informative and gives a good overview of what each language does well in. Something I might disagree with is that it is slower to iterate with C# due to long compilation times. On small to medium sized projects, .NET compilation times are extremely short to non-existent. Also, it would also be good to highlight C#'s language features that allow for better development; such as the type system, source-generation, reflections, pattern matching, and strong integration with most IDEs for fast development.

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      Thank you for sharing!
      I personally prefer a strong type system and agree on that, but that's a long debate on preference between developers.
      I would say that in the case of source generation and reflection, they are not necessary in all cases, they're a byproduct of how C# works. In the case of GDScript within Godot for example there is effectively no need for it.
      There is pattern matching in GDScript.
      True for compilation time for small projects but then projects grow...
      A little precision: I'm not extending an opinion on what languages to use in general. Only in 2 cases:
      - within Godot in most cases and
      - if you're starting out not knowing how to code and want to learn to in the context of making games in Godot.
      Otherwise, I'm of the opinion of using the most adapted language for the specific objective.
      Hope you stick around, this is very nice !

    • @CattleRustlerOCN
      @CattleRustlerOCN Před 3 měsíci

      Well, c#/vb .net are compiled to MSIL first, then to asm at runtime using JIT compilation. So that could explain the quick compile times for small to medium projects.

  • @AhLottaAntwan
    @AhLottaAntwan Před 4 měsíci +2

    This is crazy. I was just wondering what language to use and I get this vid recommended to me.

  • @RAFMnBgaming
    @RAFMnBgaming Před 4 měsíci +15

    Personally I find dynamic/gradual typing syntax less intuitive to read than static typing. I think being able to know exactly what a variable is is really handy for whenever you go back to edit code that you wrote long enough ago that you've forgotten the fine details of how you made it, even when you have commented it.

    • @Gdquest
      @Gdquest  Před 4 měsíci +2

      It's not my preference either to be honest

    • @Samurai11267
      @Samurai11267 Před 2 měsíci

      Agreed. Also, while compiling does make it a little slower, the compiler can catch a lot of mistakes (especially after refactoring) which imo actually makes development faster. I think dynamic typing is good to learn algorithmics and stuff, but when you want to build a solid project, typing is super important. It's the same reason why people move over from Javascript to Typescript.

    • @Gdquest
      @Gdquest  Před 2 měsíci

      You can use static typing in GDScript.

    • @Samurai11267
      @Samurai11267 Před 2 měsíci

      @@Gdquest You can, but it's pretty limited. If I recall, you can't type a 2d array for example. You can say it's an array of arrays but you can't specify what's inside. Ive run into a few of those issues when starting out with GDScript and ended up picking up C#. I do think GDScript eases the barrier of entry for all non developers who want to make games, and it's amazing for that, but I'm wondering if it doesnt make it harder to handle larger projects

    • @RAFMnBgaming
      @RAFMnBgaming Před 2 měsíci

      ​@@GdquestYou can but the way it's implemented syntactically feels very much like you're wrestling against what the language wants you to do rather than using a feature that it actually wants to support.

  • @liolyne
    @liolyne Před 7 hodinami

    The right language to use is the one your are comfortable with. I don't really like python syntax and always prefered a strict typing language. This is why Im using C# and will probably stick to it as long as I can.

  • @veneratedmortal4369
    @veneratedmortal4369 Před 18 dny

    I know a bit about c# but decided to use gdscript. I'm happy with that choice. I think it's harder to learn all the functions and how they work than a new logic syntax, you can fit it onto one pages. Maybe I'll miss the c# library one day but not yet.

  • @kenarnarayaka
    @kenarnarayaka Před 22 dny

    I think another thing about GDScript is it's a really nice language syntactically. It has so any nice things about it which make it really nice, fun and friendly to work with

  • @xuraith
    @xuraith Před 4 měsíci +3

    coming from Unity I know C#, but, I do game jams and like to submit with WebGL so that put me to learning GDScript so I can use the newest Godot version. "Projects written in C# using Godot 4 currently cannot be exported to the web. To use C# on web platforms, use Godot 3 instead." - Godot docs

    • @Gdquest
      @Gdquest  Před 4 měsíci

      Good point for game jams. Hopefully that's high enough priority to be tackled soon.

  • @SsbigmansS
    @SsbigmansS Před 4 měsíci +2

    Great video any chance for more videos of c++ and godot?

  • @black_forest_
    @black_forest_ Před 3 měsíci +1

    I know C# a good bit from transferring from Unity but I think Ill give GDScript a go anyways. I dont think itll be too different, especially since Im not an expert familiar with the in-depth functions yet.

  • @vectoralphaAI
    @vectoralphaAI Před 3 měsíci +2

    GDScript is literally just Python with a different name.

  • @TayoEXE
    @TayoEXE Před 4 měsíci +2

    You should mention one major region people would not consider C#. Target build platforms. Godot 4.2 recently gained support for Android and iOS builds with .Net 8 I believe, but Web is still not working, so you'd have to use Godot 3.5 instead if you want to build for web using C# I believe.
    I would argue Web is an important build medium for play testing and easily sharing with others to prototype especially, even if you don't intend to release a final build for web.

  • @snatvb
    @snatvb Před měsícem +2

    gdscript - actually main reason why I avoid godot
    it's a poprietary language that's designed for only one engine
    its dynamic nature is even more repulsive, every time I encounter dynamic languages on projects a little bigger than a match, I feel like I'm wading through a swamp, it slows down the dynamic language. You can't write code properly and be sure that it works correctly until you run it and get to the place where it is called. GDScript has no infrastructure - no package manager, no easy import and export of code, it looks like a toy language

  • @TeurastajaNexus
    @TeurastajaNexus Před měsícem

    Got to try Godot in C#. I've participated in some Unity projects in university before.

  • @owenlloyd2528
    @owenlloyd2528 Před 4 měsíci +2

    Thank you. Do you have, or plan to have, a tutorial going through the processes involved in creating a gdextension, one or two worked examples?

    • @Gdquest
      @Gdquest  Před 4 měsíci

      Not in the very near future but hopefully some day.

  • @benji-menji
    @benji-menji Před 4 měsíci +11

    If you want an idea for a tutorial, you can teach people how to write models in C# and then use them to create GDScript Proxies/ViewModels.

    • @alejmc
      @alejmc Před 4 měsíci +1

      Oh, I would be interested in that too… you are referring to ViewModels as in Model-View-ViewModel WPF UI style right?
      I know nothing, just hack at it Unity and C#, but this would be a good excuse for me to formalize some knowledge and see Godot in a more complex light.

    • @benji-menji
      @benji-menji Před 4 měsíci +2

      @@alejmc Not even WPF in particular. If you can run an instance of a class within another class, then you can do MVVM. The idea is to make a C# class and then add the engine integration and variable/constant injection into the GDScript ViewModel. I might not need to recompile a bunch if the variables and constants can be changed in the ViewModel.

  • @hitman10586
    @hitman10586 Před 4 měsíci +2

    Thnx

  • @alejmc
    @alejmc Před 4 měsíci

    The amount of hard work on these videos is outstanding.
    I jumped into the 2D/3D/NodeEssentials bundle after watching the Vampire Survivors-esque tutorial, can’t wait for them to start coming out!
    Cheers.

  • @martinvacheron3839
    @martinvacheron3839 Před 4 měsíci +5

    Great video as always :) I was wondering what's your VS Code color theme is, any chance to have the name?

    • @dzjin
      @dzjin Před 4 měsíci +2

      Looks like the Atom One Dark theme

    • @Gdquest
      @Gdquest  Před 4 měsíci +8

      Atom one dark. It's a theme ported from the text editor Atom (which generally had a bit of a nicer user interface and experience at the time).

  • @parl.
    @parl. Před 3 měsíci

    I hope they add support for the Basic programming language!

  • @DuarteRoso
    @DuarteRoso Před 4 měsíci +13

    C# allows much deeper tooling and enables for complex services. Thanks to it, developing games take less time the more games you make. Each respectable company have their own (Unity) framework for a reason.
    GDScript is limited to what the name implies: logic scripting.

  • @xm214-aminigun9
    @xm214-aminigun9 Před 4 měsíci

    What language or certain skills in coding do i need to learn to be ready for conversion into gdscript?
    Currently lesrning cpp and judt reached switched when i saw this video and decided to reflect on what I've learnt and some of the things i saw on the video wouldn't make sense to me (like using namespace godot:) but after learning a bit of cpp i found out certain skills can still benefit me.
    But what i would like to know is what certain skills are the basics? GDquest wasn't bad, just the problem was i was overwhelmed with Vectors and dropped it right there and decided to learn cpp for more comfort the move back and give it a second attempt.

    • @Gdquest
      @Gdquest  Před 4 měsíci

      I don't think you need to necessarily know how to code in any other language to start learning any language you choose.
      Some languages can be a little harder to pick up as a first time coder depending on each person's preference.
      Starting with any will give you the foundations in programming that you need to learn another.
      Many people find GDScript easier to start with but if it's not for you, it's ok to learn the foundations differently.
      If vectors are the problem, looking up a bit of vector math outside of programming could be the solution. There are many friendly quick tutorials that can help.

  • @Vhite
    @Vhite Před 4 měsíci +1

    I'm a lifelong C++ dev, but so far I still prefer to stick to GDScript, but I'm glad that C++ is on the menu if I ever need it.

  • @deathofthemagi
    @deathofthemagi Před měsícem +1

    I dislike that they said that the language being weakly typed was an important advantage as well as it being an interpreted language. Both of those make your final product more prone to errors / bugs. I do C# development as a career but i started in PHP and those two things are exactly what made me hate PHP and the reason i moved to looking for a C# job

    • @Gdquest
      @Gdquest  Před měsícem +1

      The video doesn't say that. GDScript is gradually typed. So, it's not weakly typed.
      Being an interpreted language in itself only impacts performance and compile time. It's unrelated to the language's type checks or error reporting.

  • @Holsp
    @Holsp Před 4 měsíci +1

    What about using C++ for algorithms? You mentioned using C++ for changing the engine itself, but I would suppose this would be a use case too since it would be faster than C#. I want to make a game with maybe 100 moving objects (traders in player proximity) and some cities (maybe also like 100 active on the whole map) that would calculate data and I don't know if GDScript would be performant enough.

    • @Gdquest
      @Gdquest  Před 4 měsíci

      You can definitely use C++. It's a valid use case. You'd probably use GDExtention.

  • @spacechannelfiver
    @spacechannelfiver Před 4 měsíci +1

    I prototype in GDScript (well actually outside of Engine in Python), then port some stuff to C# when there's clear benefits

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      Comments like this where someone tells me about their workflow are like gold.

    • @spacechannelfiver
      @spacechannelfiver Před 4 měsíci +1

      @@Gdquest currently making a space game with Newtonian physics so a lot of the simulation is originally worked out in Python, then gets ported into GDScript to bring it in engine. A lot of it is either Math heavy or asynchronous or both; and that’s where C# comes in as it’s much better suited to running that kind of task with threads, memory management etc. All of the front end stays native GDScript.

  • @user-ut6yq8zb3z
    @user-ut6yq8zb3z Před 4 měsíci +1

    thanks

  • @rmt3589
    @rmt3589 Před 27 dny +1

    I want to see about using C++, because I'm trying to learn it to make my own engine. As a Unity Refugee, I know some C# already, and and I know a bit of python from ML & Chatbot stuff. Idk what I'll use more, but want to lean heavily on C++ if I can.

    • @Gdquest
      @Gdquest  Před 16 dny +1

      Using C++ for performance heavy parts is great because you don't carry all of .NET and there's no garbage collection. At the same time, you talk directly to the engine so no marshalling costs.

  • @macchiato_1881
    @macchiato_1881 Před 4 měsíci +1

    My opinion:
    GDScript must be your default choice if you don't have good reason to use C# or C++.
    Use C# when you want to migrate existing Unity codebases and refactor it into Godot based code. The .NET features are very niche for game development. You will rarely use them. The only thing I can think of the top of my head is for Machine Learning/Deep Learning with game environments. But that's just me.
    For C/C++, this is the best option, but only if you have strong low-level fundamentals and a good understanding of memory management. Everybody should definitely touch and learn these languages at somepoint in their developer lives. But for beginners, just stick to GDScript to build solid fundamentals. Start with small C/C++ projects then build your way up. Modify the source code for the engine a bit. Maybe even build your own engine to understand what's going on under the hood in game engines.

  • @sunnanabdullah1413
    @sunnanabdullah1413 Před 4 měsíci +2

    Can you make video on cpp extension work flow.

  • @ursulaoases8592
    @ursulaoases8592 Před měsícem

    Good tip that I think you should know is to use a random language test it, done, that's it. Since you didn't see anything else about other engines the engine you randomly choose will adapt with you and you won't see any disadvantages. I tried this with gdscript and I didn't care about the advantages and disadvantages. You're a beginner you don't need to know everything wrong with a language. Just choose a language with no further thought and comparison and have fun.

  • @gregorywatine
    @gregorywatine Před 4 měsíci

    i saw in the french video "Rencontre en terre indé (04)" you say that godot itself is an application made with godot tools. I assumed it was made with gdscript, but i was wrong, here you explain it was made with C++.
    So, is it possible to create extension for godot in gdscript ? i actually learn gdscript with the website "learn to code from zero" it's really interesting but i am wondering at what level i can use godot and gdscript. (for exemple, i saw a youtuber working on a montage application with godot, but i don't remember which language he uses and if gdscript allow this)
    Thank you for all your work and helping infos !

    • @Gdquest
      @Gdquest  Před 4 měsíci +2

      Godot is made in Godot with C++ yes. And you could do most of the same in GDScript. The app learn GDScript from zero is all GDScript for example. You can code editor plugins in GDScript. There are some really elaborate ones like Dialogic and Pandora for example.

  • @Mempler
    @Mempler Před 4 měsíci +8

    Just rewrite godot in rust :^)

    • @Mempler
      @Mempler Před 4 měsíci +8

      This joke is not to confuse with the godot-rs project, which are gdextension bindings

  • @guillermoelnino
    @guillermoelnino Před 19 dny

    I highly doubt ill ever be in a position where performance would be a deciding factor. Im pretty self-choncious about minimizing on screen calculations. So im heavily into whatever helps iterate the esiest.

  • @officiallyaninja
    @officiallyaninja Před 4 měsíci +6

    How's the support for rust?

    • @Gdquest
      @Gdquest  Před 4 měsíci +7

      Still missing some features as well as support for android, ios and web. You can track progress here: github.com/godot-rust/gdext/issues/24

  • @zottden4970
    @zottden4970 Před měsícem

    Hello, thank your for your video. What do you do consider performance-critical parts? online for example? or what? and Rust is worth it use it for games? Will they be faster?
    Greetings!

  • @swiftypopty1102
    @swiftypopty1102 Před 3 měsíci

    I'm still fresh to programming overall, currently learning C# & it's great :) I'm wondering if Godot could be used as a UI Framework + C#? Or it's much better to use others like AvaloniaUI/.NET MAUI?

  • @92LuisAlfredo
    @92LuisAlfredo Před 4 měsíci

    Omg what a nice video

  • @8bit_pineapple
    @8bit_pineapple Před 4 měsíci

    I tried the tutorial, instead of drawing a corner I made a Dragon Curve 😅
    #Generates a list of turns for a Dragon Curve
    func dragon_array(it):
    if(it = 0)
    if(turns[curr_index] == 'r'):
    turns += ['l']
    else:
    turns += ['r']
    curr_index -= 1
    return turns
    #Draws a dragoncurve
    func dragon_curve(it):
    var turns = dragon_array(it)
    #magic number to size curve
    var dist = 900/(it*it)
    move_forward(dist)
    for turns in turns:
    if(turn == 'r'):
    turn_right(90)
    else:
    turn_left(90)
    move_forward(dist)
    func draw_corner():
    dragon_curve(6)
    #Dragon Curve Algorithm Explination
    #Usually you start with an 'R'
    #Append an R
    # 'RR'
    #Copy the original list 'R'
    # Reverse the order of the copy
    # so R -> R Better example, LLR to RLL
    #Flip the directions in the reverse
    #So R -> L
    #Append the Copy
    #RRL
    #Next RRL -> RRLR -> RRLR + RLL -> RRLRRLL
    # +R Add the reverse flipped
    #So RRLRRLL is the next Iteration.
    #We can get the same results without
    #copying the original list.
    #To do that, note everything before
    #The appended R is the original.
    #So we can read it back to front
    #And append the opposite of what
    #we read
    #So Store list Size
    #Append an R
    #Read the list from index Size - 1
    # to 0
    #While Reading Append the opposite to
    #The end of the array.

  • @utkua
    @utkua Před 3 měsíci

    Can you customize game engine easily?, turn it into your level editor in a way. This is often overlooked Unity's strong points. Game logic is fine with script, even visual scripting works in UE, but in a real game you are extending the engine, extending the editor constantly to make something.

  • @777redhood
    @777redhood Před 4 měsíci

    Hello..My dream is to be the best game designer in the world..godot looks like the way to do it..great videos, amazing channel,pls dont stop

  • @shroomer3867
    @shroomer3867 Před 2 měsíci

    So I've been wondering. I have enough of a base in C++ to probably code fully in it and I'm probably most comfortable there, but zero compile time and similiarity to Python is really attracting me towards trying out GDScript.
    Would it make sense for someone like me to learn GDScript or should I just jump head first with C++? What I took away from the video is that C++ is more used towards the development of the Godot engine and extensions rather than the games themselves.

    • @Gdquest
      @Gdquest  Před 2 měsíci

      In your case, I would definitely use GDScript because the learning curve from a base in C++ is pretty much negligible and it's really pleasant to use directly in the editor. Then if you ever run into a need to use C++ (huge loops and hundreds of thousands of game objects), you could code that part in C++. If you ever need to cross that bridge, the community could use a showcase of how to mix and match both GDScript and C++ in a project. :)

    • @shroomer3867
      @shroomer3867 Před 2 měsíci

      @@Gdquest Thank you, I wouldn't imagine you would answer. Thank you! :D

  • @novantha1
    @novantha1 Před 20 dny

    Imagine how wild it would have been if Godot had Haskel as its first class supported language, lol.

  • @hazardsmith
    @hazardsmith Před 4 měsíci +3

    No rust?

    • @Gdquest
      @Gdquest  Před 4 měsíci +2

      There is community support for rust. It's WIP.

  • @Frazer213
    @Frazer213 Před 2 měsíci

    yea but how do i use C++ with gadot, it doesn't seem like an easy task like it is with gdscript or C# where I just pick it from a option.

  • @wolderado
    @wolderado Před 2 měsíci

    I've used GDScript for my first game on Godot. It's pretty awesome but if you want to be employable in the future, you gotta use C# or C++. Using GDScript for a long time shifts your thinking. Your best language will be GDScript and there are not a whole lot of game jobs for it. Basically you'll stuck with Godot since GDScript is only good for Godot.
    Yeah underlying algorithms you write will basically be the same for all languages. But syntax is massively different. You don't want to be stuck at an interview thinking of what's the correct syntax for the language you're applying.
    That's my opinion anyway 😄

  • @ttrev007
    @ttrev007 Před 4 měsíci

    how close to python is GDscript? i hear people say it is similar but its not clear how similar.

  • @ghb323
    @ghb323 Před 4 měsíci

    3:24 it’s that interoperable. Dang.

  • @FesyStudios
    @FesyStudios Před 4 měsíci +2

    Bruh
    Unity c#
    Unreal c++ and their own lang
    Godot gdscript c++ and c# god level suiiiii

  • @im-asta
    @im-asta Před 4 měsíci +1

    i use bevy :D

  • @Edel99
    @Edel99 Před 4 měsíci

    I love GDScript!

  • @teslacuil1437
    @teslacuil1437 Před 4 měsíci +2

    As an ex unity developer, I started with c#, as I liked the idea of not having to learn a new language. However, Godot's current integration with c# is not exactly seamless. The connection between the c# editor and Godot breaks constantly, with very little in the way of explanation as to why, and having to recompile to see changes becomes tiresome very quickly.

    • @Christobanistan
      @Christobanistan Před 4 měsíci

      Don't use Godot's built in editor, right?

    • @teslacuil1437
      @teslacuil1437 Před 4 měsíci

      @@Christobanistan my understanding is that for any language other than gdscript, you HAVE to use an external editor. I was using vscode, so its possible a different editor might work better.

  • @user-tg2ou7go3g
    @user-tg2ou7go3g Před 3 měsíci +2

    I'm Japanese beginner in programming.
    Some parts of Godot have already been localized into Japanese, but it's not complete yet.
    Especially, since all the help is in English, it takes a lot of time to understand. I know it's audacious to ask for more when using free software. I've also considered using a different game engine.
    However, I want to continue game development with Godot, so I kindly request a swift implementation of multi-language support.
    And also, what is the current specification of the 'connectr()' function?

    • @user-tg2ou7go3g
      @user-tg2ou7go3g Před 3 měsíci

      Sorry, the connect() function has been resolved.

    • @sean7221
      @sean7221 Před měsícem

      It's in the works, see if you can contact the Godot team to help contribute to it

  • @The3DSphinx
    @The3DSphinx Před 4 měsíci

    Would you happen to know if someone made an add-on for Godot 4.0 to export .bmp. I really need this for a tool I am making and was bummed when I didn't see a save to bmp format image option.

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      I don't think I've ever come across one.

    • @The3DSphinx
      @The3DSphinx Před 4 měsíci

      @@Gdquest Ahhh. After messing around it seems using save_png and just setting the extension as .bmp appears to work. Now trying to figure out how to set an image bit depth.

  • @Matojeje
    @Matojeje Před 4 měsíci

    Please tell me more about the mascot characters in the thumbnail! Where did the C# one come from?

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      We made all 3 of them. :) They're under CC by 4.0 licence, so as long as you attribute them to GDQuest, you can reuse them.

  • @Adekon
    @Adekon Před měsícem

    bro your outro reminds me ALOT about rodamrix

  • @viktorhugo1715
    @viktorhugo1715 Před 4 měsíci

    Can u guys make a tutorial in using multiple languages with Godot 4?
    I'm kinda of a very very very beginner (the only almost complete project til now is pong and the enemy's ai sucks lol), but the projects I'm planning to do would require c++ (I think, Idk if there's any native form of doing the entirely of 2d procedural animation just with nodes), and I really don't know how to use multiple languages in only one project
    Sorry for the bad English

    • @viktorhugo1715
      @viktorhugo1715 Před 4 měsíci

      Also, there's any way of implement a system in order to the ball bounce with the Godot nodes/built-in phsycs system?
      I needed to implement it by myself when I tried

    • @Gdquest
      @Gdquest  Před 4 měsíci

      You can check our open source Godot 4.0 physics demo. It might help: github.com/gdquest-demos/godot-4.0-new-features/
      Note taken for using multiple languages in a single project. Not sure when we'll get to it though.
      Your English is perfectly understandable.

  • @vectoralphaAI
    @vectoralphaAI Před 3 měsíci

    Wait. Is support for C++ new? I dont remember it having it back in 2022.

  • @watercat1248
    @watercat1248 Před měsícem

    i pesonly don't like gd script for one very important reason,
    the don't let my organized the code in the way i wand to in C you can put the line in whatever order you wand as long you add semicolon in the end that mean you able to organize the code and put this line on whatever order you want.
    in GD script you have errors because you have add single space before the line even starts this very anoying i hope to fix this on Godot.

  • @kaksspl
    @kaksspl Před 4 měsíci

    I was literally just wondering if Godot had C++ support.

  • @vk8a8
    @vk8a8 Před 21 hodinou

    interpreted language is slow?

  • @Centipede2577
    @Centipede2577 Před měsícem

    C++? Will it work here? I learned basics on w3schools now what to do?

  • @TheChucknoxus
    @TheChucknoxus Před 3 měsíci

    just use bevy if you want a performant engine

  • @gwrydd
    @gwrydd Před 3 měsíci

    Totally understandable the language choices but what I don’t understand is why not lua? It’s great for game development and easy for beginners aswell as having a similar syntax to cpp

    • @Gdquest
      @Gdquest  Před 3 měsíci

      Godot 3 did have community support for Lua. That's just it with this engine. Someone (or more like somemany) just support it if they want it. Rust is well on its way for Godot 4 for example.

  • @saulthetaxidriver6100
    @saulthetaxidriver6100 Před 3 měsíci

    No cpp?

  • @adityarahalkar1024
    @adityarahalkar1024 Před 4 měsíci +2

    C++

  • @pai64
    @pai64 Před 4 měsíci +2

    I cannot comprehend why would anyone want to use Godot with python? GDScript itself looks like python 90 percent of the time and zero compile time...

    • @Ouvii
      @Ouvii Před 4 měsíci +1

      Some people learn Python and it is difficult for them to learn other things. A lot of people learn Python and become "Python Users" whereas people who learn other languages are C# programmers or whatever. There are also certain libraries for python that make some things a lot easier like sympy, numpy, and the bajillions of machine learning libraries.

    • @sukapow
      @sukapow Před 4 měsíci +1

      ​@@someguy2016Ugh to get a letter grade lol
      bc most universities fooling kids to use Python in order to get a good grade from their course to get that sweet piece of paper but reality it's not important
      You can fool young mind in tech easily

    • @majorgnu
      @majorgnu Před 4 měsíci

      @someguy2016 Because thanks to being a very high level language packed with QOL features, its batteries-included standard library, it having proper REPL support, its extensive and mature module ecosystem, and its portability and high availability you can easily get a lot of things done in Python in a fraction of the time it'd take you to do in other languages.
      It's not always the best tool for the job, but it's a very suitable tool for many jobs.

  • @This_Guy-
    @This_Guy- Před 4 měsíci +1

    C++ all the way to my grave baby😎

  • @mjjohnson6302
    @mjjohnson6302 Před 4 měsíci +2

    Thank you. I have always wondered why gdscript was used instead of python. I hope you get the From Zero course ported over to version 4 soon for those of us who bought that course.

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      On the way... :) :)

    • @sukapow
      @sukapow Před 4 měsíci

      Bc Python wasn't meant to do development games.
      It could but it will make your game very slow. It can't memory management like the C family can. Imagine making GTA in python.
      You can make prototype games with python and convert it later with a better language for performance

  • @caiman1188
    @caiman1188 Před 4 měsíci +1

    C# is an awful choice if you need to build game-specific plugins, as Godot can only restore Variant and Signal state when recompiling the assembly. You can make your tools work in-game, sure, but why do that when you can have a smoother workflow by making an editor plugin?
    Furthermore, interfacing between strings and stringnames creates tons of garbage, problematic for custom _set/_get behavior, shaders, and input polling.

  • @PhenxRsng
    @PhenxRsng Před 4 měsíci +2

    I choose rust

  • @mintx1720
    @mintx1720 Před 4 měsíci

    Crablang!

  • @darknetworld
    @darknetworld Před 4 měsíci

    Well there is rust lang but where that? Since they have module.

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      Community support for rust is wip.

  • @Evitrea
    @Evitrea Před 4 měsíci

    4:03 Audio balance bruh

  • @Autocorrectguy
    @Autocorrectguy Před 4 měsíci +1

    i am started to learn gdscript for 5 minutes with your free course it's awesome.thanks

    • @Gdquest
      @Gdquest  Před 4 měsíci +1

      Thanks for thr feedback. Really glad.