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Comment by zubspace

Been playing around with the Release Candidate, coming from Unity. Here's a list of things which I like / dislike:

++ Open License and friendly community.

++ The scene graph (node tree / prefabs) is well done, better than Unity. You can easily switch between scenes (Prefabs) through tabs and convert subtrees to separate scenes. Nesting scenes works really well.

++ The inbuilt scripting documentation is great.

- C# is not fully there, yet. No Visual studio integration. Debugging through VSCode is a pain. WebAssembly Exports are not optimized yet. That's why I sticked with GDScript.

+ GDScript is a nice language with optional type hinting. But refactoring can mostly be done through search/replace.

++ Windows and HTML/WebGL exports are super fast. I did not have problems since the RC.

- The inbuilt editor for GDScripts is ok. But I'm missing my VIM shortcuts...

- Arrays, dictionaries are not generic. Enums are not typesafe either. Bit me a few times.

- You cannot inspect the scene in the editor visually while debugging. This is what I miss the most coming from unity. Some things are really hard to debug this way, for example if you use procedural generation.

- 2D coords starting at the top left corner of the screen and increasing right/down is really confusing. If the player jumps, y goes down. It's a bit strange.

- I'm a bit afraid regarding the +5000 open issues on github. I wonder, how they will handle that in the future...

parent zubspace 6 years ago

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