GDScript: The Good, Bad, and Ugly Parts
4 points by misty
4 points by misty
A lot of the "ugly" part in this article is the same as in Python, which GDScript draws inspiration from.
GDScript is easy to learn with a syntax similar to Python where the code is indented rather than using lots of brackets and semicolons. -- https://gdscript.com/
I think the background is important. The author came from a TypeScript background and also likes to write functional-ish code, so they noticed things people coming from a Python background will probably just take for granted.
Though using GDScript as a "quirky Python", one will also soon realise how underpowered this language is in other aspects.
If I remember correctly, Godot started with Lua, and they found it worked well for what they wanted, except they needed it to be more class-oriented. IIRC up until the most recent version of GDscript it didn't even have closures, which always felt like a huge red flag to me. I'm very glad to hear that they're finally allowing other languages than GDscript.
They have always, or for a long time at least, been possible to allow use other languages via dynamic linking. The exact method has varied but the current incarnation of that is what's called "GDExtension".