openairlinetycoon / OpenATDeluxe

The open source remake of Airline Tycoon Deluxe
GNU General Public License v3.0
104 stars 13 forks source link

programming language decision #2

Closed WizzardMaker closed 5 years ago

WizzardMaker commented 5 years ago

We have to decide a language for the project when using Godot. I don't want a mumbo jumbo of 4 different languages having to work together.

We have to decide between: C# - not yet 100% production ready in Godot, but feature complete and has all the benefits of C# like strong typing, LINQ, easy understanding

C++ - fully supported by godot, Godot enforced overhead for editor variables, standard functions etc. Not as easy to get into learning curve wise for other contributors

GDScript - 100% supported by godot. Unknown language for me and maybe others

Serphentas commented 5 years ago

C# seems to be supported, at least in the 7.x branch. I think it's safer because you can easily fall into a pointer & memory mess with C++, even though I know the latter better. Since the game is going to be so light anyway, perhaps it's worth giving GDScript a shot too. My two cents.

WizzardMaker commented 5 years ago

I know C++ well, but it's a whole new problem when you use it for games. You can run into some problems later on.

C# would enable support for IntelliSense in Visual Studio Code and also gives the possibilities to use platform independent external libraries, or easier modding support (In theory, we should be able to just load other C# assemblies from a /,mod folder later on).

I read a bit about people switching from GDScript to C# and they agreed that C# has many advantages against GDScript

Serphentas commented 5 years ago

I'd say let's roll with C#. We can use GDScript bits of code if needed anyway.

WizzardMaker commented 5 years ago

Done

Updating the Readme now and porting the image extraction code to C# will be done in around 50 minutes or so

Serphentas commented 5 years ago

Tiptop 👍🏻