<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>still_grokking</author><text>&amp;gt; The code is usually just glue, and you aren’t hiring software engineers at crazy tech salaries to do that.&lt;p&gt;And the result is that there is no other software category that ships so extremely buggy code.&lt;p&gt;The code quality of games is the lowest I&amp;#x27;ve ever seen.&lt;p&gt;Dynamic scripting languages only add to this overall mess…&lt;p&gt;The other problem is: Building a proper language and runtime is a full time job already. Adding this as a &amp;quot;side project&amp;quot; to a game engine (which is a very complex piece of code by itself!) is a big error imho.&lt;p&gt;I hope we see soon some strongly typed static language with very good type inference and a nice, clean, and simple syntax in Godot.&lt;p&gt;Would be than nice if Godot would concentrate on the game engine (and the editor) instead of trying to invent a language on the side also, as Godot as such is really great! One of the nicest programs I&amp;#x27;ve ever used. (Especially compared with the incredibly buggy and terribly &amp;quot;documented&amp;quot; shit show that Unity is).</text><parent_chain><item><author>Waterluvian</author><text>Something I learned in 2022 through Godot is why these engines often seem to write their own scripting language. It frustrated me for years: I don’t want to learn your custom language. Just use something that exists!&lt;p&gt;But after spending time making some games for fun and learning, I realised: 90% of making a game isn’t coding. The code is usually just glue, and you aren’t hiring software engineers at crazy tech salaries to do that. You’re empowering your game devs to do it.&lt;p&gt;(Of course there’s a lot of more complex coding in many games, and there’s bindings for other languages when you need that).</text></item></parent_chain></comment><story><title>2022: A Retrospective</title><url>https://godotengine.org/article/2022-retrospective</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>johnfn</author><text>Agree with this. I&amp;#x27;m a huge proponent of static typing systems and good languages, so seeing Godot create their own language was a huge sticking point for me - I even created a typescript to gdscript compiler! But after a while, I realized that GDScript was remarkably productive, even though it lacks a lot of the bells and whistles that I&amp;#x27;m accustomed to.</text><parent_chain><item><author>Waterluvian</author><text>Something I learned in 2022 through Godot is why these engines often seem to write their own scripting language. It frustrated me for years: I don’t want to learn your custom language. Just use something that exists!&lt;p&gt;But after spending time making some games for fun and learning, I realised: 90% of making a game isn’t coding. The code is usually just glue, and you aren’t hiring software engineers at crazy tech salaries to do that. You’re empowering your game devs to do it.&lt;p&gt;(Of course there’s a lot of more complex coding in many games, and there’s bindings for other languages when you need that).</text></item></parent_chain></comment><story><title>2022: A Retrospective</title><url>https://godotengine.org/article/2022-retrospective</url></story>