During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
- Godot C# support is inefficient
- Godot API and binding system is designed around GDScript
- Godot is not production ready
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot