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You know, there are many engines and or languages I never even tried. Like ClickTeam Fusion for example. I've always been in the lower level languages.

For me C never really worked as it lacks too many features I hardly can do without, and the chance of memory leaks is pretty great. C++ came more to my liking... Not quite the best (for me), but a lot better already. I've grown to hate Python for the same reason I don't want to give Godot a try for.... Scope-indent... One tiny mistake in your indenting and you'll get parse errors or bugs that will take forever to pinpoint let alone fix them. Maybe having to write countless end-commands or }s can be a bit annoying, but at least you can make sure, everything's right. Especially since some IDEs easily mess up spaces and tabs, and in language like Godot and Python that's the road to HELL!

Python really does suck, the only reason i "Might" use it is because it has good libraries for AI

I hate it's speed, though i have heard there is a so called Compiler that turns python into Machine code instead of bytecode.

But still f### python.

Python is actually being "abused". It was NEVER meant for big software productions, and that's also why it's next to undoable to distribute stuff in it. Python is a prototype language. Meant to test simple algorithm theories, and for that it's great. I've used Python a lot for that purpose. To test small algorithm theories, but as soon as algorithms become really complex I mostly go to either Go or C#.

The Python compiler you mentioned does NOT transform Python code into machine code. What it does is merge Python itself, bytecode of your program and the bytecode of all used libraries together into one big .exe file so it will be easily distributable. Due to this speed issues will still remain (Oh, in my experience Go is even slower, and Go does compile into machine language, which makes it even worse). Also the python compiler may only work well if you limit yourself to pure Python code and the libraries that came with Python by default. Games written in PyGame won't work after being compiled as PyGame has some machine code libraries that the Python compiler will simply ignore... So much for that solution.... 😒

Thanks for the info, If it wasn't for you i would have thrown me PC out the window because it wont work. I might try Lua for AI instead as Lua and C/C++ go hand in hand and i really like Lua.

Lua is pretty fast for an interpreted language, easy to learn, and due to the way it works with C/C++ very extensible indeed. I currently use it in combination with C# (although I must add that I use my own extension NIL with it), and there are also modules for both BlitzMax and Go to communicate with Lua, and possibly many other languages.

If you plan to use C/C++ for your "hardcore code", then Lua could be a good choice for scripting indeed. I don't know about AI libraries for Lua (I never looked for those myself), but I do know that knowing Lua is always handy, since many professional companies work with it. There are many games written in it, and there are even some professional tools out there which use Lua for configuration and add-ons. It is said that if you ever want to be a professional game programmer, that knowing Lua can get you very very far (sometimes even further than knowing C/C++, depending on the company... or so some some people say).