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dandersch | 1 month ago

Very true. While I believe there can be a place for a language tailored specifically for gamedev, GDScript certainly is not it.

C# support seems to have been added reluctantly, because the prospect of attracting unity devs was to good to pass on. But then they switch over and realize it is treated like the ugly stepchild and the hope is that you will just use their scripting language to avoid the friction.

And don't get me started on using GDExtension for other languages. Claiming C/C++ is available as a scripting languages in the same sentence as GDScript is a joke.

I'll look into Libgodot, maybe it's an option.

discuss

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brooke2k|1 month ago

that's not been my experience at all. I've found that Godot works exceptionally well with C#, and I've felt zero pressure to use GDScript. It integrates really well with Rider too, which is the C# IDE I use. Even when there's places online that use GDScript examples, they tend to translate pretty much directly 1:1 to C#.

TulliusCicero|1 month ago

Rider seems neat, and I'd be happy to purchase a license, but subscription only? No thank you.

roflcopter69|1 month ago

Can you please elaborate why you think C# is not really well integrated into Godot? I'm using it myself and it seems fine to me. There's quite a community around Godot + C# check out https://chickensoft.games as well. FWIW the Slay the Spire 2 devs also seem to be happy with Godot + C#

dandersch|1 month ago

For the record I would still choose C# out of all the options for a bigger game (GDscript with strict type-hinting might suffice for small ones). My main complaints that I can still remember:

- deprecated web export for C# with Godot 4. This is basically my main gripe and why C# has been a non-starter for me.

- Engine still has a separate binary for C# support. I think they are working on unifying them. But once you use the .NET one you can't export to web even when you don't use C#.

- setting up debugging+lsp was a pain and consistency was very flaky afterwards

Also a lot of the editor workflow is built around using GDScript with the built-in text-editor. I don't actually mind it that much, but you asked why it's not as well integrated and that's an obvious one for newbies. If your experience was wildly different, please do tell.