this post was submitted on 28 Sep 2023
42 points (97.7% liked)

Godot

5663 readers
15 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] Smorty@lemmy.blahaj.zone 1 points 11 months ago (3 children)

Why are we using C# I stead of C++ for the in editor language again? Inst C++ more compatible with everything? (I know that GDMatice exists, buts that's a lot more work to use I feel)

[–] kevin3kon@mastodon.social 2 points 11 months ago (1 children)

@Smorty @mac I have been wondering this non-stop since I found out #godot uses C#!

I know the idea that C++ is the end-all-be-all is an oversimplification at best, but It's still a decision I'd like to know more about.

[–] Smorty@lemmy.blahaj.zone 1 points 11 months ago (1 children)

Godot is mostly written in C++, so it's such a weird decision to switch languages like that, and expose C# instead of C++ as a game logic programming language. I suppose it was done so that Unity devs would find it more attractive. Unreal uses C++, so yeah, why?

Also brand bad, so no C# for me, only GDScript and C++ GDNative.

[–] jack@monero.town 2 points 11 months ago* (last edited 11 months ago)

I think Microsoft made a big donation to Godot so they implement C#

[–] mac@programming.dev 1 points 11 months ago (1 children)

The main language is GDScript rather than either of them (although the engine itself is coded in C++). C# support was added on since microsoft gave them money to do it

[–] kevin3kon@mastodon.social 2 points 11 months ago (1 children)

@mac @Smorty 😨 Well that's not good! Microsquish (still) can't be trusted! 😰

[–] Smorty@lemmy.blahaj.zone 2 points 11 months ago (1 children)

Yeah. Embrace freedom and Foss. Reject Microsoft and C#. Debian User here.

[–] Lmaydev@programming.dev 0 points 11 months ago (1 children)
[–] spark947@lemm.ee 3 points 11 months ago

It is in a technicality But the reality is, it will always move at the pace and at the whims microsoft wants it to.

Thats not necessarily a bad thing honestly. But you can really get i to trouble making it a core dependency for something like a game engine. Unity's users didn't care that Microsoft hadn't posted the runtime to iOS, they expected their games to run on iOS. So Unity did a bunch of dev work that is now kind of a bad investment with .NET 8. This is the core of why they wanted to charge an install fee in the first place.

[–] spark947@lemm.ee 1 points 11 months ago

I get the idea of having flexible options for game devs. Support for systems language for engine internals (C++), hooks for a runtime machien based language (C#), and support for a dynamic scripting language (GDScript) makes sense architecturally. C# is also strategic because XNA to Unity has pretty much cemented its status for game devs. And then GDExtension to provide an api layer for whatever other language under the sun you want to use. It is a very sensible place for Godot to be in.