[0] https://githistory.xyz/godotengine/godot/blob/master/servers...
871 karma · joined November 2, 2017
[0] https://githistory.xyz/godotengine/godot/blob/master/servers...
[0] https://willnationsdev.wordpress.com/2018/04/05/godots-node-...
The problem is that everyone is just sitting and using proprietary FBX format and don't work towards new open standards like Collada or GLTF2.
Warnings for C# are there because it's new, and there is not enough resources to support it better. Also C# is not that easy to integrate as it doesn't have most data structures used in game development, so your own have to be made. In the end it changes so drastically that you might just call it a new language.
[0] http://docs.godotengine.org/en/3.0/about/faq.html#gdscript-w...
C# on the other hand, is to attract Unity users that are too lazy to put in 30 minutes to go through GDscript's concepts. It's OK that it's there, but personally I found C# one of the least enjoyable languages to program in.
Traditional ECS doesn't fit with Godot's philosophy, but you can make behaviors into nodes and just add these nodes as a child for ECS-like behavior. Honestly, I find Godot's way more natural and extendable.
There is no purpose in having a low level API in Javascript, because such API's have to be guided like babies, and Javascript (and most of high level programming languages in fact) is too slow to keep up with their speed. Imagine helping a baby walk, but the baby move 3x as fast as you, but if you let his hand, he falls down.