Which script language to use?
1. GDScript
Advantages:
- Ease of use: GDScript is specifically designed for Godot, so it’s simple, fast, and easy to read.
- Good integration: It has the best support in the Godot editor (e.g., auto-completion, inspector, debugging).
- Community and resources: Most tutorials and examples for Godot are in GDScript.
- Rapid prototyping: Ideal for quickly developing game mechanics.
Disadvantages:
- Slower performance: GDScript is interpreted, so it’s slower than C# or C++ (although this usually isn’t a problem for 2D games or 3D with simple logic).
- Less flexibility: If you want to use advanced libraries or external APIs, GDScript may not be sufficient.
Recommendation: If you plan to quickly create a game and are willing to learn a new, simple language, GDScript is a great choice. It’s often enough for a 2D/3D combination.
2. C#
Advantages:
- Similarity to Java: C# is syntactically very similar to Java, making the transition easy.
- Performance: Faster than GDScript due to compilation into IL (Intermediate Language) and JIT (Just-In-Time) compilation.
- Ecosystem: It has access to a vast array of .NET libraries and tools.
- Strong type checking: Allows you to write robust and well-structured code.
Disadvantages:
- More complex than GDScript: Working with C# requires more configuration and isn't as "native" in Godot Engine as GDScript.
- Slightly more complex debugging: While Godot provides good debugging for C#, it’s not as seamless as for GDScript.
Recommendation: If you prefer writing code in an environment similar to Java and plan to have more complex logic or integrate with external libraries, C# is a good choice.
3. C++
Advantages:
- Highest performance: C++ is a natively compiled language, ensuring maximum speed.
- Full control: You have full access to all low-level aspects and can extend Godot directly using GDNative or modules.
- Flexibility: Allows you to write optimized code for specific needs.
Disadvantages:
- Complexity: C++ is difficult to learn and manage, which can slow down development.
- Debugging and compilation: Working with GDNative requires more effort (setup, compilation, debugging).
- Overkill for 2D/3D games: For most 2D/3D games, the performance provided by C++ is not needed.
Recommendation: Only use C++ if you need maximum performance (e.g., for physics, AI, or large worlds) or plan to make deep modifications to Godot itself.
Summary:
- New to Godot? Choose GDScript. You’ll learn quickly and it’s ideal for prototyping.
- Want a robust, maintainable project with complex logic? Choose C# – it will feel very familiar due to its similarity to Java.
- Need maximum performance or deep control? Choose C++, but be prepared for greater complexity.
C# will be probably the best choice. It’s similar to Java, offers high performance, and access to external libraries, which could be useful when working with advanced game elements. Additionally, it allows you to write clean and type-safe code. If you want faster results and don’t want to deal with complexities, GDScript is a good alternative for your first prototype.