Your comments are accurate, but they aren't the whole story.
> unsuitable for anything more than a couple hundred lines at most.
I work profesionally in ~5 code bases with ~10,000 lines of GDScript each. I think GDScript is great for UI widgets. I dont think you can say it has a 'line number' limit. It has a 'complexity' limit.
If your writing a ton of tiny little classes that do one thing (like play a sound when a button is pressed), then GDScript is probably the best language for that. Certainly c++ is not the best, and C# is perhaps worse as well. Note: GDScript doesnt need to be compiled _at all_. In unity, its common to have an annoying 'hang' every time you alt-tab from vscode back to unity, as the c# is compiled. In Godot, I can write a new UI widget directly in the editor, with no compilation hang, with hot reloading. It's simply a smoother experience for writing the mountain of basic plumbing that you write when making a commercial game. It's not all complex algorithms here, it's just a crapload of boring ass code. And GDScript is great for that.
Most of the code in games is tiny little things that manage sequences of animations. There is seriously so much small code to make a UI look and feel nice. Writing this code in GDScript is way faster and ergonomic than any other language I've used.
I agree, GDScript has many flaws, but from where I'm sitting (small studio, been in the industry for 10 years), GDScript is a massive boost for my productivity.
For complex stuff, I like to figure out the algoirithm in GDScript then rewrite it in C++ if it needs it. Works great. Again, massive increase in productivity.
> unsuitable for anything more than a couple hundred lines at most.
I work profesionally in ~5 code bases with ~10,000 lines of GDScript each. I think GDScript is great for UI widgets. I dont think you can say it has a 'line number' limit. It has a 'complexity' limit.
If your writing a ton of tiny little classes that do one thing (like play a sound when a button is pressed), then GDScript is probably the best language for that. Certainly c++ is not the best, and C# is perhaps worse as well. Note: GDScript doesnt need to be compiled _at all_. In unity, its common to have an annoying 'hang' every time you alt-tab from vscode back to unity, as the c# is compiled. In Godot, I can write a new UI widget directly in the editor, with no compilation hang, with hot reloading. It's simply a smoother experience for writing the mountain of basic plumbing that you write when making a commercial game. It's not all complex algorithms here, it's just a crapload of boring ass code. And GDScript is great for that.
Most of the code in games is tiny little things that manage sequences of animations. There is seriously so much small code to make a UI look and feel nice. Writing this code in GDScript is way faster and ergonomic than any other language I've used.
I agree, GDScript has many flaws, but from where I'm sitting (small studio, been in the industry for 10 years), GDScript is a massive boost for my productivity.
For complex stuff, I like to figure out the algoirithm in GDScript then rewrite it in C++ if it needs it. Works great. Again, massive increase in productivity.