The obvious additional good from this approach is that you no longer couple everything so tightly with just one scripting language, so in some ways it's a bit easier to introduce bindings for other languages. The downside, however, is that it leads to fragmentation in the community, duplication of effort (suddenly you need the double amount of docs), more difficulty and friction in development with new mechanisms demanding that you take the limitations of both languages in mind, oh and if you dare to write your own language then suddenly you have to support both it, as well as any dev tools for it. For what was and still is a communtiy project without strong financial backing (just look at how much money Unity burns on useless stuff, and how much more the people behind Godot could do with that money), that's quite the gamble.
Maybe if they focused on the core engine more, then deltaV: Rings of Saturn wouldn't have odd performance issues for a 2D game and wouldn't get confused with multi-monitor setups. Maybe Road To Vostok wouldn't crash when loading into the Village map on an Intel Arc GPU, and also start on the wrong monitor same as deltaV. Maybe even demos like "Realistic Jungle Demo" on itch.io wouldn't have all white textures on said Intel Arc GPU. Maybe we'd be two or three whole releases of features ahead by now, if all of the hours spent on GDScript to date would have been spent elsewhere.
On the other hand, there's no guarantee that any of those devs would fix the other issues if their efforts were to be redirected. Similarly, if they didn't try with GDScript, the community would be smaller, due to its ease of prototyping, and being simpler and more approachable for the folks who don't know C# yet, even if it's also unnecessary to the folks who like tools like Rider/Visual Studio or are coming from Unity or engines with scripting in C# or just C++. I'm pretty split on it overall.
> GDScript is great, what do you mean?
They do have a pretty nice page talking a bit more about GDScript: https://docs.godotengine.org/en/stable/about/faq.html#what-i...
The obvious additional good from this approach is that you no longer couple everything so tightly with just one scripting language, so in some ways it's a bit easier to introduce bindings for other languages. The downside, however, is that it leads to fragmentation in the community, duplication of effort (suddenly you need the double amount of docs), more difficulty and friction in development with new mechanisms demanding that you take the limitations of both languages in mind, oh and if you dare to write your own language then suddenly you have to support both it, as well as any dev tools for it. For what was and still is a communtiy project without strong financial backing (just look at how much money Unity burns on useless stuff, and how much more the people behind Godot could do with that money), that's quite the gamble.
Maybe if they focused on the core engine more, then deltaV: Rings of Saturn wouldn't have odd performance issues for a 2D game and wouldn't get confused with multi-monitor setups. Maybe Road To Vostok wouldn't crash when loading into the Village map on an Intel Arc GPU, and also start on the wrong monitor same as deltaV. Maybe even demos like "Realistic Jungle Demo" on itch.io wouldn't have all white textures on said Intel Arc GPU. Maybe we'd be two or three whole releases of features ahead by now, if all of the hours spent on GDScript to date would have been spent elsewhere.
On the other hand, there's no guarantee that any of those devs would fix the other issues if their efforts were to be redirected. Similarly, if they didn't try with GDScript, the community would be smaller, due to its ease of prototyping, and being simpler and more approachable for the folks who don't know C# yet, even if it's also unnecessary to the folks who like tools like Rider/Visual Studio or are coming from Unity or engines with scripting in C# or just C++. I'm pretty split on it overall.