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To me, it is a more intuitive way to program and you can also know with certainty that when you destroy some datastructure, it is getting removed from memory immediately. I always prefer having explicit control over creation/destruction of things rather than having to rely on Garbage collection. I also personally love the memory paradigm. All of this is neatly organised into easy-to-use functions within the GML infrastructure. This means if you want to make an entity management system, you have to manually implement a datastructure system to keep track of all active instances, perhaps having maps to different sub-lists of different types so you can find instances of a specific class.
#Game maker studio 2 vs godot code
My biggest qualm with most programming languages is that design patterns and code organisation are something you need to implement yourself most of the time. This means that common design practices such as Model-View-Controller are inherent and you don't have to do extra work as a programmer to setup these sorts of systems. The event system is a great abstraction and unlike many other programming languages, the design patterns are built directly into the engine as a whole. Whilst GML itself isn't perfect, there is one really key feature that makes it so great for game development and that is how well GML is integrated with the engine. Despite being proficient in many programming languages, I always come back to GM.