I don’t believe you. What are the technical reasons for the item above?
>The main reasons are:
>No good thread support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JS, AS, etc.).
>No good class extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JS).
>Horrible interface for binding to C++, results in large amount of code, bugs, bottlenecks and general inefficiency (Lua, Python, Squirrel, JS, etc.)
>No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JS, AS, etc.).
>Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JS, AS, etc.).
>Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is very well supported by GDScript.
>GDScript was designed to solve the issues above, and performs very well in all the above scenarios. Please learn GDScript and enjoy a very smooth integration of scripting with the game engine (yes, it’s a rare but very enjoyable situation when things just work). It’s worth it, give it a try!