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I've been working with Godot for a few months now and I submitted a couple of games to the Godot Game Jam and LD35, both made in Godot in ~8 hours each.By now I'm somewhat used to GDScript, but when starting out I remember being pretty pissed that Godot advertised itself as supporting C++ when in fact it did not.Obviously curiosity made me investigate and I realized that IN THEORY, Godot supports C++. In practice it means giving up on a lot of Godot's features because they're only exposed to GDScript.Godot's support of C++ is basically limited to plug-ins.An analogy would be the Android NDK. It's official purpose is to offload critical performance code to C++ while still writing the rest of the app in Java. You can obviously code your way around that but you lose direct access to many useful features exposed only to Java.