scripting_languages.rst 7.3 KB

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  1. .. Intention: only introduce what a script does in general and options for
  2. scripting languages.
  3. .. _doc_scripting:
  4. Scripting languages
  5. ===================
  6. This lesson will give you an overview of the available scripting languages in
  7. Godot. You will learn the pros and cons of each option. In the next part, you
  8. will write your first script using GDScript.
  9. **Scripts attach to a node and extend its behavior**. This means that scripts
  10. inherit all functions and properties of the node they attach to.
  11. For example, take a game where a Camera2D node follows a ship. The Camera2D node
  12. follows its parent by default. Imagine you want it to shake when the player
  13. takes damage. As this feature is not built-into Godot, you would attach a script
  14. to it and code the camera shake.
  15. .. image:: img/scripting_camera_shake.gif
  16. Available scripting languages
  17. -----------------------------
  18. Godot offers **five gameplay programming languages**: GDScript, C#,
  19. VisualScript, and C++ and C via its GDNative technology. There are more
  20. :ref:`community-supported languages <doc_what_is_gdnative_third_party_bindings>`,
  21. but these are the official ones.
  22. You can use multiple languages in a single project. For instance, in a team, you
  23. could code gameplay logic in GDScript as it's fast to write, let level designers
  24. script quests in the graphical language VisualScript, and use C# or C++ to
  25. implement complex algorithms and maximize their performance. Or you can write
  26. everything in GDScript or C#. It's your call.
  27. We provide this flexibility to answer the needs of different game projects and
  28. developers.
  29. Which language should I use?
  30. ----------------------------
  31. If you're a beginner, we recommend to **start with GDScript**. We made this
  32. language specifically for Godot and the needs of game developers. It has a
  33. lightweight and straightforward syntax and provides the tightest integration
  34. with Godot.
  35. .. image:: img/scripting_gdscript.png
  36. For C#, you will need an external code editor like
  37. `VSCode <https://code.visualstudio.com/>`_ or Visual Studio. While C# support is
  38. now mature, you will also find fewer learning resources for it compared to
  39. GDScript. That's why we recommend C# mainly to users who already have experience
  40. with the language.
  41. Let's look at each language's features, as well as its pros and cons.
  42. GDScript
  43. ~~~~~~~~
  44. :ref:`GDScript<doc_gdscript>` is an
  45. `object-oriented <https://en.wikipedia.org/wiki/Object-oriented_programming>`_ and
  46. `imperative <https://en.wikipedia.org/wiki/Imperative_programming>`_
  47. programming language built for Godot. It's made by and for game developers
  48. to save you time coding games. Its features include:
  49. - A simple syntax that leads to short files.
  50. - Blazing fast compilation and loading times.
  51. - Tight editor integration, with code completion for nodes, signals, and more
  52. information from the scene it's attached to.
  53. - Built-in vector and transform types, making it efficient for heavy use of
  54. linear algebra, a must for games.
  55. - Supports multiple threads as efficiently as statically typed languages. This
  56. is one of the features we couldn't provide easily with a third-party language
  57. like Lua or Python.
  58. - No `garbage collection
  59. <https://en.wikipedia.org/wiki/Garbage_collection_(computer_science)>`_, as
  60. this feature eventually gets in the way when creating games. The engine counts
  61. references and manages the memory for you in most cases by default, but you
  62. can also control memory if you need to.
  63. - `Gradual typing <https://en.wikipedia.org/wiki/Gradual_typing>`_. Variables
  64. have dynamic types by default, but you also can use type hints for strong type
  65. checks.
  66. GDScript looks like Python as you structure your code blocks using indentations,
  67. but it doesn't work the same way in practice. It's inspired by multiple
  68. languages, including Squirrel, Lua, and Python.
  69. .. note::
  70. Why don't we use Python or Lua directly?
  71. Years ago, Godot used Python, then Lua. Both languages' integration took a
  72. lot of work and had severe limitations. For example, threading support was a
  73. big challenge with Python.
  74. Developing a dedicated language doesn't take us more work and we can tailor
  75. it to game developers' needs. We're now working on performance optimizations
  76. and features that would've been difficult to offer with third-party
  77. languages.
  78. .NET / C#
  79. ~~~~~~~~~
  80. As Microsoft's `C#
  81. <https://en.wikipedia.org/wiki/C_Sharp_(programming_language)>`_ is a favorite
  82. amongst game developers, we officially support it. C# is a mature and flexible
  83. language with tons of libraries written for it. We could add support for it
  84. thanks to a generous donation from Microsoft.
  85. .. image:: img/scripting_csharp.png
  86. C# offers a good tradeoff between performance and ease of use, although you
  87. should be aware of its garbage collector.
  88. .. note:: You must use the Mono edition of the Godot editor to script in C#. You
  89. can download it on the Godot website's `download
  90. <https://godotengine.org/download/>`_ page.
  91. Since Godot uses the `Mono <https://mono-project.com>`_ .NET runtime, in theory,
  92. you can use any third-party .NET library or framework in Godot, as well as any
  93. Common Language Infrastructure-compliant programming language, such as F#, Boo,
  94. or ClojureCLR. However, C# is the only officially supported .NET option.
  95. .. note:: GDScript code itself doesn't execute as fast as compiled C# or C++.
  96. However, most script code calls functions written with fast algorithms
  97. in C++ code inside the engine. In many cases, writing gameplay logic
  98. in GDScript, C#, or C++ won't have a significant impact on
  99. performance.
  100. VisualScript
  101. ~~~~~~~~~~~~
  102. :ref:`Visual Scripting<doc_what_is_visual_script>` is a graph-based visual
  103. programming language where you connect blocks. It can be a great tool for
  104. non-programmers like game designers and artists.
  105. .. image:: img/scripting_visualscript.png
  106. You can use other languages to create custom blocks that are specific to your
  107. game. For example, to script AIs, quests, or dialogues. That's where the
  108. strength of VisualScript lies.
  109. While it provides all the basic building blocks you need to code complete games,
  110. we do not recommend to use VisualScript this way. Programming everything with it
  111. is slow compared to using other programming languages.
  112. .. seealso::
  113. For more information, see
  114. :ref:`Getting started with VisualScript <doc_getting_started_visual_script>`.
  115. C and C++ via GDNative
  116. ~~~~~~~~~~~~~~~~~~~~~~
  117. GDNative allows you to write game code in C or C++ without needing to recompile
  118. or even restart Godot.
  119. .. image:: img/scripting_cpp.png
  120. You can use any version of the language or mix compiler brands and versions for
  121. the generated shared libraries, thanks to our use of an internal C API Bridge.
  122. This language is the best choice for performance. You don't need to use it
  123. throughout an entire game, as you can write other parts in GDScript, C#, or
  124. VisualScript.
  125. When working with GDNative, the available types, functions, and properties
  126. closely resemble Godot's actual C++ API.
  127. Summary
  128. -------
  129. Scripts are files containing code that you attach to a node to extend its
  130. functionality.
  131. Godot supports five official scripting languages, offering you flexibility
  132. between performance and ease of use.
  133. You can mix languages, for instance, to implement demanding algorithms with C or
  134. C++ and write most of the game logic with GDScript or C#.