On the GDScript introductory page (<a href="http:&#x2F;&#x2F;docs.godotengine.org&#x2F;en&#x2F;latest&#x2F;reference&#x2F;gdscript.html?highlight=gdscript" rel="nofollow">http:&#x2F;&#x2F;docs.godotengine.org&#x2F;en&#x2F;latest&#x2F;reference&#x2F;gdscript.htm...</a>), they give the explanation of the shortcomings of other languages:<p>- Godot embeds scripts in nodes, most languages are not designed with this in mind.
- Godot uses several built-in data types for 2D and 3D math, script languages do not provide this, and binding them is inefficient.
- Godot uses threads heavily for lifting and initializing data from the net or disk, script interpreters for common languages are not friendly to this.
- Godot already has a memory management model for resources, most script languages provide their own, which resulted in duplicate effort and bugs.
- Binding code is always messy and results in several failure points, unexpected bugs and generally low maintainability.<p>The gave a shot at LUA, and it didn&#x27;t work out well.