Is Making Advanced GUI Applications with Godot the Future?
medium.com
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I guess that's an effect of Electron & co.
The 3D apps we used in the 90s had GUIs of similar complexity, all drawn in app (not using OS widgets).
They were considered 'large' when they approached 5MB.
I also don't know about GDScript as a language to do anything serious in... maybe focus on C#?
Godot has C# support since 3.0[1]. Though to me C# seems as arbitrary as any language – Godot doesn't strive to compete with Unity. Why not use Scala or Lua?
While I'm not a fan of Python I think its a reasonable choice given the target audience of devs using a game creation IDE/editor.
Experienced devs who want to use the Godot ecosystem/frontend/engine can always use whatever to write their game in by adding the resp. bindings; e.g. Rust[2].
[1] https://docs.godotengine.org/en/stable/tutorials/scripting/c... [2] https://github.com/godot-rust/godot-rust
And the problem with using any language not directly supported by Godot (anything but C# and GDScript) is depending on a third party to provide language support, and keep it updated with the engine. Rust bindings look like they have effort put behind them, but who knows? The only thing you can depend on is GDScript - even C# support seems like an afterthought (although I think access to Nuget and libraries make it a better choice for application development.)