That being said I'm pretty sure that Godot is about to close this gap before 2025, given the recent boost in popularity.
That being said I'm pretty sure that Godot is about to close this gap before 2025, given the recent boost in popularity.
[1]https://docs.godotengine.org/en/stable/tutorials/scripting/c...
My initial impressions are pretty positive. They moved to .Net 6 from mono with Godot 4. Support for deployment to Android with c# is coming in 4.2. There also seems to be interest and discussions around how AOT can be used in the future.
The engine is super easy to build and I think I actually built it with .Net 7 haha. Others are already using .Net 8.
C# is a horrible language, but if you must use it then you can in godot. You can use c++ too.
C# has certainly accumulated a lot of history. From being OOP heavy, Windows centric, closed-source, with mostly enterprisey frameworks/libs to more multi-paradigm, cross-plaform, open-source, with iteratively more sane frameworks/libs. A lot has changed (and is still changing).
Modern C# is getting more streamlined, but there are limitations to this due to backwards compatibility, and old boilerplate-heavy syntax is still supported, which leads to having multiple ways of doing the same thing.
While I really like the direction the language is taking now, the official documentation of the new stuff is often sparse or scattered all over the place and a lot of answers on Stack Overflow are dated. Diving into an ecosystem like that, which is in a middle of a big transition, can certainty be overwhelming.
The only tip I can provide is that if you ever try it again, try it in combination with a good IDE like Rider. C# is designed to be used in combination with an IDE. Rider can automate lots of things and analyzers can offer helpful guidance.
Rider is absolutely amazing. Among other reasons due to:
> Rider can automate lots of things and analyzers can offer helpful
I will give it another try but after some time. I really need to undo some of the damage it did to my brain :-)