static typing is basically explicitly declaring the types of the vars you’re using. c# and Java are statically typed, but on gdscript static typing is optional, like in typescript. i personally recommend setting godot to throw a compile error if any variables are not statically typed, as it improves readability and makes the code way more reliable at runtime.
also, the godot documentation is phenomenal. there’s not a lot of tutorials, but the documentation makes up for it!
godot is a blast! i like it a lot i recommend enforcing static typing though :) helps a ton with debugging
wdym static typing
https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html
static typing is basically explicitly declaring the types of the
vars you’re using. c# and Java are statically typed, but on gdscript static typing is optional, like in typescript. i personally recommend setting godot to throw a compile error if any variables are not statically typed, as it improves readability and makes the code way more reliable at runtime.also, the godot documentation is phenomenal. there’s not a lot of tutorials, but the documentation makes up for it!
oh yeah i heard that its better to define types than to not.