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.
@jokerphoenix37889 ай бұрын
When will the .NET version of Godot arrive on Steam?
@tatapnhob2 ай бұрын
@damsen978 browser exporting is a great thing for game jam games though
@filiformis10 ай бұрын
You ask 5 gamedevs what language you should use, you'll get 6 different answers.
@BryceDixonDev9 ай бұрын
Still somehow better than web development where you'll ask one developer and get 6 different answers.
@Gdquest9 ай бұрын
Then there's what happens when they're both...
@kimmyera1749 ай бұрын
@@BryceDixonDev True. Not just like HTML/CSS/JavaScript either for your frontends, but databases, backends, respectively using NO/SQL, and any possible language honestly.
@SnakeEngine9 ай бұрын
I thought it's always C# nowadays.
@insanimal29 ай бұрын
Sounds like that might be a zero-based indexing issue
@AstonJay10 ай бұрын
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.
@Gdquest9 ай бұрын
Word.
@zigrakudo40929 ай бұрын
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".
@Eiravxe9 ай бұрын
tru @@zigrakudo4092
@Angemell5 ай бұрын
👏
@pythonxz3 ай бұрын
I just cannot get used to writing everything in snake case.
@Shadow-cs7oy10 ай бұрын
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
@dhombios10 ай бұрын
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
@Gdquest10 ай бұрын
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.
@nullismstudio8 ай бұрын
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.
@ajmgdaj10 ай бұрын
The Zero compile time for gdscript is an absolute killer feature
@Christobanistan10 ай бұрын
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.
@BryceDixonDev10 ай бұрын
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.
@PopCar10 ай бұрын
Not just zero compile time, it also has hot reloading so you can change functions at runtime for rapid prototyping. It's really cool.
@ShiloBuff10 ай бұрын
@@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.
@xananacs10 ай бұрын
@@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).
@pointyheadYT8 ай бұрын
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.
@feripuru10 ай бұрын
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.
@Gdquest10 ай бұрын
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.
@shadid51610 ай бұрын
How are you developing in Rust?
@NateyC2149 ай бұрын
@@shadid516 There's a Godot - Rust plugin available.
@kurushimee9 ай бұрын
I'm interested in what C# libraries you found use for in Godot development?
@feripuru9 ай бұрын
@@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.
@Snyper-if3kt10 ай бұрын
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.
@vojtastruhar895010 ай бұрын
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
@Gdquest10 ай бұрын
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.
@Kylanto10 ай бұрын
There are downsides to using C# for bigger projects, mainly garbage collection
@Cameo22110 ай бұрын
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 🙂
@Eiravxe9 ай бұрын
ohhhh@@Cameo221
@anastasiaklyuch274610 ай бұрын
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.
@Gdquest10 ай бұрын
Excellent point
@LaynaStambaugh4 ай бұрын
In some situations. Shader code is much slower when using if-statements compared to scripting, because GPU's are designed to be computing as much information as possible all the time, not following huge logic systems. Nevermind the fact that pushing data to and pulling data from the GPU is INCREDIBLY slow. So using C# for complex algorithms that interact with many different objects in a scene is still more performant than trying to do it all in a shader.
@majorgnu10 ай бұрын
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.
@Gdquest10 ай бұрын
Yes, good point at the current time.
@mayankbhaisora269910 ай бұрын
@@Gdquest Can i use Swift with Godot?
@Roosader10 ай бұрын
@@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.
@Christobanistan10 ай бұрын
@@mayankbhaisora2699 Please, no.
@DanielAlbanoIII10 ай бұрын
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#.
@grilleFire10 ай бұрын
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!!!
@bobbobson62902 ай бұрын
Aren't you using breakpoints?
@troy199310 ай бұрын
As someone who just wants to makes little games as a hobby. And doesn't know much about programming. I love gdscript.
@QatariGameDev10 ай бұрын
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. 😁
@NateyC2149 ай бұрын
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.
@SamdaChao10 ай бұрын
I was going to use unity but you turned me right around to Godot. Thanks!
@Noccai10 ай бұрын
Welcome to the cult! :D (To be serious tho, wish you luck and a lot of fun with your game development!)
@LaynaStambaugh4 ай бұрын
You really dodged a bullet 😂 I hope you're enjoying developmet!
@madson-web10 ай бұрын
I'm very comfortable with C#. Glad we've got this option
@lamelama2210 ай бұрын
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.
@Gdquest10 ай бұрын
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.
@deathofthemagi6 ай бұрын
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
@Gdquest6 ай бұрын
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.
@tamkish9 ай бұрын
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
@brunoarnoni9 ай бұрын
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.
@Vhite9 ай бұрын
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.
@RAFMnBgaming10 ай бұрын
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.
@Gdquest9 ай бұрын
It's not my preference either to be honest
@Samurai112677 ай бұрын
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.
@Gdquest7 ай бұрын
You can use static typing in GDScript.
@Samurai112677 ай бұрын
@@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
@RAFMnBgaming7 ай бұрын
@@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.
@xuraith10 ай бұрын
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
@Gdquest9 ай бұрын
Good point for game jams. Hopefully that's high enough priority to be tackled soon.
@AhLottaAntwan10 ай бұрын
This is crazy. I was just wondering what language to use and I get this vid recommended to me.
@ethanissac551010 ай бұрын
Great Video! I recently picked up Godot recently and wanted to know if i had to learn all 3 or just learn gdscript. I started coding with python and only have basic knowledge of C and java. Is it alright to use gdscript completely for building my games? am i setting myself back by not learning and using all 3?
@Gdquest10 ай бұрын
It's completely fine to use GDScript only and since you already know Python, it will be a breeze.
@GrapeParfait10 ай бұрын
No, its not completely fine. Please stop telling people to use a broken and incomplete language to program with, its not transferable to other purposes. GDScript & Python teach poor programming habits and are hot garbage. I don't like to watch your videos because you have the worst advice. Just because you are popular doesn't give you the right to be a stupid jackass. You should know better. Stop misleading people, you've done it multiple times in the past and persist in doing it. I dont care if you delete my comment. YOU need to change and either give proper good advice so that people can properly actually grow as gamedevs or stop doing it, period.@@Gdquest
@Gdquest10 ай бұрын
Why would I delete your comment? Note that millions of devs and engineers program with Python, including people like Jon Carmack, the developer behind Doom, who codes a lot in Python these days. I wouldn't call "garbage" something that incredibly talented engineers like him use to create complex programs. It's fine to have a strong distaste for it. Now, programming skills are not about specific languages. It's all about creative problem-solving, and most programming languages have very similar syntax and support the same programming paradigms, so after learning one, it becomes faster and faster to pick up the next one. Your knowledge is always transferrable. Most importantly, when you do gamedev with an engine, the language is a small thing to learn compared to all the engine APIs, which itself is a moderate amount of learning compared to generally learning how a game is made.
@ethanissac551010 ай бұрын
@Gdquest I'm sorry I just woke up, but I hope none of this is about me😅
@Gdquest10 ай бұрын
No, don't worry, this has nothing to do with you!
@DuarteRoso10 ай бұрын
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.
@Angemell5 ай бұрын
It would be nice to mention C#'s accessibility to Interfaces for code design, and the handful libraries for DBs' management (sounds like a niche thing, but it's its practical usage) 🤓
@WatchinofoyeАй бұрын
Typically, I had to use C++ for audio format conversion, because for some reason I haven't identified, the same conversion algorithm works great in C++ but is completely messed up in GDScript. That's probably the one and only time I had to use C++ with Godot. But I'm pretty sure there is a way to do interesting things with it. I first started with Godot 3's GDNative then converted to Godot 4's GDExtension. And the progress is phenomenal. GDNative was pretty limited, not really in line with GDScript structure and working. GDExtension fixed that and it is a relief.
@TayoEXE10 ай бұрын
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.
@stickguy910910 ай бұрын
Especially in game jams
@benji-menji10 ай бұрын
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.
@alejmc10 ай бұрын
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-menji10 ай бұрын
@@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.
@kenarnarayaka6 ай бұрын
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
@black_forest_8 ай бұрын
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.
@veneratedmortal43696 ай бұрын
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.
@spycemyster9 ай бұрын
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.
@Gdquest9 ай бұрын
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 !
@CattleRustlerOCN9 ай бұрын
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.
@watercat12486 ай бұрын
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.
@macchiato_18819 ай бұрын
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.
@macchiato_18819 ай бұрын
And don't touch JavaScript...
@adventuretuna10 ай бұрын
I dunno about C#. It feels like a second-class citizen in Godot with how little documentation there is.
@pythonxz3 ай бұрын
There's a large number of C# examples in the documentation.
@liolyne5 ай бұрын
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.
@parl.9 ай бұрын
I hope they add support for the Basic programming language!
@snatvb7 ай бұрын
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
@spacechannelfiver9 ай бұрын
I prototype in GDScript (well actually outside of Engine in Python), then port some stuff to C# when there's clear benefits
@Gdquest9 ай бұрын
Comments like this where someone tells me about their workflow are like gold.
@spacechannelfiver9 ай бұрын
@@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.
@TeurastajaNexus6 ай бұрын
Got to try Godot in C#. I've participated in some Unity projects in university before.
@ursulaoases85927 ай бұрын
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.
@siddhubhai25086 ай бұрын
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
@rmt35896 ай бұрын
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.
@Gdquest6 ай бұрын
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.
@user-ti5ce4hg1o2 ай бұрын
unlike C#/C/C++, GDScript is useless outside Godot. It would've been better to have the script syntax at least modeled after C#. But I don't think it's too late (if ego / pride about GDScript is not something the devs care about) to introduce CSharpScript to the engine.
@Holsp9 ай бұрын
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.
@Gdquest9 ай бұрын
You can definitely use C++. It's a valid use case. You'd probably use GDExtention.
@implozia136010 ай бұрын
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.
@Gdquest10 ай бұрын
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.
@dfunited1Ай бұрын
Amazing awesome explanations!
@teslacuil143710 ай бұрын
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.
@Christobanistan10 ай бұрын
Don't use Godot's built in editor, right?
@teslacuil143710 ай бұрын
@@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.
@martinvacheron383910 ай бұрын
Great video as always :) I was wondering what's your VS Code color theme is, any chance to have the name?
@dzjin10 ай бұрын
Looks like the Atom One Dark theme
@Gdquest10 ай бұрын
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).
@wolderado8 ай бұрын
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 😄
Ай бұрын
I love the vibe of this video
@Wentz-t4p8 ай бұрын
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?
@Wentz-t4p8 ай бұрын
Sorry, the connect() function has been resolved.
@sean72216 ай бұрын
It's in the works, see if you can contact the Godot team to help contribute to it
@tigerseye12022 ай бұрын
I love C#, but due to there being a grand total of zero IntelliSense features for it in Godot and me really not wanting to have another editor open on the side, I switched to GDScript.
@el_primer_y_el_ultimo_caiman10 ай бұрын
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.
@SsbigmansS10 ай бұрын
Great video any chance for more videos of c++ and godot?
@TheChucknoxus9 ай бұрын
just use bevy if you want a performant engine
@utkua9 ай бұрын
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.
@ghb32310 ай бұрын
3:24 it’s that interoperable. Dang.
@guillermoelnino6 ай бұрын
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.
@reddeath71694 ай бұрын
I have to learn python because it's easiest for mechanisms to understand in engineering. But I still want to learn to program games. Thank you so much!
@Gdquest4 ай бұрын
GDScript is very similar to Python according to many users
@8bit_pineapple9 ай бұрын
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.
@FesyStudios10 ай бұрын
Bruh Unity c# Unreal c++ and their own lang Godot gdscript c++ and c# god level suiiiii
@josephkeen72243 ай бұрын
Is the gdscript from zero tool updated for the current version of gdscript?
@Gdquest3 ай бұрын
If you go to the app, on the thumbnail and main menu, you'll notice it says that it is updated for Godot 4. It is now part of the official Godot 4 docs.
@pai6410 ай бұрын
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...
@Ouvii10 ай бұрын
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.
@sukapow10 ай бұрын
@@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
@majorgnu10 ай бұрын
@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.
@hazardsmith10 ай бұрын
No rust?
@Gdquest10 ай бұрын
There is community support for rust. It's WIP.
@officiallyaninja10 ай бұрын
How's the support for rust?
@Gdquest10 ай бұрын
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
@danielluko76356 ай бұрын
if you know C# you know OOP and can get job. If you know gdScript you know nothing - only Godot, it's like visual scripting in UE.
@owenlloyd252810 ай бұрын
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?
@Gdquest9 ай бұрын
Not in the very near future but hopefully some day.
@mjjohnson630210 ай бұрын
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.
@Gdquest10 ай бұрын
On the way... :) :)
@sukapow10 ай бұрын
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
@liamspruyt6 ай бұрын
great video, i'll check out the app so i can make the games i wanted!
@sunnanabdullah141310 ай бұрын
Can you make video on cpp extension work flow.
@vectoralphaSec8 ай бұрын
Wait. Is support for C++ new? I dont remember it having it back in 2022.
@swiftypopty11028 ай бұрын
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?
@novantha16 ай бұрын
Imagine how wild it would have been if Godot had Haskel as its first class supported language, lol.
@shroomer38677 ай бұрын
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.
@Gdquest7 ай бұрын
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. :)
@shroomer38677 ай бұрын
@@Gdquest Thank you, I wouldn't imagine you would answer. Thank you! :D
@deadlock_problem9 ай бұрын
"People wanted it" more like One is fundamental Microsoft paid for the other Creators of Godot wanted something simple I don't see the value of C# since gdscript exist if you want something very easy or C++ if you want performance.
@Gdquest9 ай бұрын
People really wanted C#. There really were lots of people and professionals who would not even consider Godot because it did not support a general purpose language officially for game scripting. And there are some good use cases with entire teams having large code bases in C# with modules and libraries that live outside of the engine they use. C# being one of the most widely supported languages and game engines, it does make sense for a Godot to support it alongside GDScript. I'm completely fine with gdscript and c++ myself, this is what we use and generally recommend, but I also respect that on the I'm completely fine with gdscript and c++ myself, this is what we use and generally recommend, but I can also appreciate that other teams want or even need C# to consider the engine.
@deadlock_problem9 ай бұрын
@@Gdquest I'm not arguing against it, but a company had to pay to get it put in. It's fine that it's there and being used. It's an alright language though I'd rather just stick with C++ if I had to choose. I don't think godot's adoption rate would be any less if C# didn't exist. But thank you for your videos you are doing a great job for the community.
@alejmc10 ай бұрын
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.
@xm214-aminigun910 ай бұрын
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.
@Gdquest9 ай бұрын
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.
@reneb864 ай бұрын
So as a C++ developer, may takeaway from this video is that C++ is not meant to be used for game logic? But more for fundamental rendering, networking, resourcing, etc. kind of things? That is disappointing. I’d love to define my game logic in C++.
@gregorywatine10 ай бұрын
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 !
@Gdquest10 ай бұрын
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.
@Adekon7 ай бұрын
bro your outro reminds me ALOT about rodamrix
@Matojeje10 ай бұрын
Please tell me more about the mascot characters in the thumbnail! Where did the C# one come from?
@Gdquest10 ай бұрын
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.
@7A7z17 күн бұрын
im coming from years of JS expirience so im considering using GDscript but game dev is like a side thing for me and im looking to learn languages like C++ how do u think i should go about that maybe i can enter C++ with game dev ?
@Gdquest17 күн бұрын
It would most likely be a breeze for you to pick up GDScript. If you'd like to get started fast, it’s probably the better option. However, if you'd like to use gamedev as a sort of reason and motivation to pick up C++, that's not a bad idea either. You can feel out the learning curve and decide accordingly. You can always switch down the line or use whatever makes more sense in a specific project or part of a project.
@7A7z17 күн бұрын
@@Gdquest i see , im planing to learn GDscript and while making some games get into C++ and yk learn a lil bit and then get better at it later . then follow on trough and learn smt like zig or rust
@Gdquest17 күн бұрын
That's an excellent approach to picking up programming languages.
@zottden49707 ай бұрын
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!
@Frazer2138 ай бұрын
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.
@777redhood10 ай бұрын
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
@kaksspl10 ай бұрын
I was literally just wondering if Godot had C++ support.
@Evitrea10 ай бұрын
4:03 Audio balance bruh
@desoft8b2 ай бұрын
Soy indie y trabajo sólo, mis juegos consumen menos recursos que una Super Nintendo, no necesito C#, C++ podría aprenderlo sólo si quisiera modificar el motor. Gdscript es mí preferido.
@Mempler10 ай бұрын
Just rewrite godot in rust :^)
@Mempler10 ай бұрын
This joke is not to confuse with the godot-rs project, which are gdextension bindings
@izwe79410 ай бұрын
Join us in Rust. Rust GDext is poppin. Write code that doesn't crash here. The rust compiler is awesome. Most loved language represent.
@yv70bnomemesАй бұрын
Cool tutorials
@ttrev0079 ай бұрын
how close to python is GDscript? i hear people say it is similar but its not clear how similar.
@madiwich3 күн бұрын
I think I should migrate to godot, thanks for good information
@vk8a85 ай бұрын
interpreted language is slow?
@gwrydd9 ай бұрын
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
@Gdquest9 ай бұрын
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.