They might be worth looking into.
It might be worth if I'm serious about Game Development and ready to invest time and effort into customizing the tools, but what I'm looking for is "out of the box" experience which will make it easier for me to solve problems that I face (e.g. if I ask questions more people would be able to answer/help), the tutorials/resources I find will be more applicable etc.
As others mentioned in this thread, having first-class support for a language isn't the same as providing API for plugins and custom scripts.
I wish Godot chose a real existing programming language instead of building their own DSL. Even Lua might have been a decent choice, although I hate the syntax.
I was always excited about Game Dev (even started learning Computer Science and became a Software Engineer largely because I wanted to make games), dreamed of making my own small games but never really got to it. After I became a full-time Software Engineer, I never really found time or the right tools for making my own small games for fun. I recently discovered Bevy and gave it a try. ECS is a nice concept, but Bevy is more of a library and it's quite hard to make full-featured games using it (just like using SDL/something similar).
When I discovered Godot and gave it a try, I was so impressed: it's really nice for beginners, yet performant enough and has amazing community. This is exactly what I wanted to find, so I'm incredibly happy it exists and am very excited about the future development of Godot.
One thing I wish was different is choosing a different language as the native and "official" one. GDScript is OK and arguably pretty good Python-like language for beginners and rapid prototyping, C# is OK and is probably very nice to have because many people would be happy to switch from Unity, but I personally would be happier with either better C++ support (which I know exists in GDNative interface which was improved in 4.0) or something else.
C# is a fine language, but I have a feeling it has so much presence in GameDev just because of Unity. It's way too verbose and the tooling isn't as good (outside of full Visual Studio which I have no desire to use), but maybe "actual programming" part of GameDev isn't as important and I should just give in/use GDScript.
* The syntax does not use escape sequences for functions/symbols, i.e. phi instead of \phi or floor instead of \floor. You will inevitably run into situations where, for instance, you want to write the letters phi, and have to resort to some ugly hack to write the natural language. This is not okay.
* There is reasonable syntax for text-formatting in bulk (whole paragraphs), but if you want to format a single word or sentence, the syntax seems to involve way too much work.
A side concern: This uses a mix of markdown-style formatting (asterisks for bold text) and programming style formatting. Personally, I think this makes it difficult to visually parse complex documents.
Based the documentation (and the title), it isn't meant to be _a replacement_, but rather _an alternative_ and that's totally OK. Not everything needs a drop-in replacement.
I understand that, just like any tool that has sufficiently many users, (La)TeX grew exponentially in terms of the number of features it has. I like the its core, and I also like the ability to write scientific texts somewhat conveniently. I haven't used Typst yet, but it looks to be something I wanted for quite a while: similar convenience to LaTeX and yet much more simplicity.
To be fair, though, Markdown + KaTeX and MathJax are kind of everything I need right now. Jupyter Notebooks can render enough LaTeX formulas for me to use it when I needed it, even in the university when I'm writing some CS algorithm overview/tutorial or need to do some calculations and hand it in with the explanation. Whenever we had labs in Physics I would do all the calculations in Jupyter Notebooks and that actually looked pretty good. And for my personal blog, I just set up the KaTeX + Hugo which I love: the convenience of Markdown + LaTeX is enough.
This being said, I'm sure there are many people who still have to write papers and would find it useful, but at least for me LaTeX is not a standalone tool that I would use anymore.
Also, part of the value that LaTeX has is an enormous amount of templates that I don't understand but I use them because I have to (e.g. when writing a thesis - it has all the right typesetting, formatting and so on) or because they look very good (I still maintain my Resume in LaTeX format. This is hard to replicate or capture with a new system.
EDIT: Oh, and also Mermaid.js which is now integrated into both GitHub Markdown and Hugo is wonderful for a very small version of TikZ. Although, it is very inconvenient for my taste, but it's still very useful.
I'm not saying this is a bad idea and I certainly don't have enough knowledge of the German system to have an objective assessment, but this looks like another example where the law is produced with good intentions but the implementations of such rules are serving some other purpose.
Other than that, I felt like Germany has incredibly good laws for the workers/employees, the working culture there is very healthy and I like it a lot.
That is likely based on large sample size (3k+ games in 3+0 blitz only this year, 35k blitz games over lifetime just on Chess.com), Hikaru being highly skilled (consistently top 1-2 ranked blitz player both over the board and online) and low opposition rating (as compared to other top 5 blitz players on Chess.com: Magnus Carlsen, Nihal Sarin and Daniel Naroditsky).
There's also a discussion and short summary on Reddit (https://www.reddit.com/r/chess/comments/1873ohw/analyzing_hi...)