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That's what I've opted for as well, and I have to say I prefer it. gdscript is a nice language for high level game scripting, and on the couple occasions I needed to bring in some high-performance code I found it super easy to build a gdextension in Rust.


Forget gdextension imo

Compile the engine from source and add your classes as a module. Cuts out all the gdextension glue code and then you don't need to ship a shared library.


Wouldn't this make engine version upgrades a nightmare?


No. Your game code is a new class, in whats called a module, which is fully supported by the engine. Your game code almost definetly relies on the same stable APIs that a GDExtension or GDScript itself uses. There will be no merge conflicts, no problems, almost certainly.

Note: We have a fork of godot that has some changes and fixes weve made and engine upgrades are still a breeze. Solving the odd merge conflict is not that hard, people do it all the time. Godot's code base isnt drastically changing from day to day. 3->4 only had significant impact if you were doing certain things with the 'visual server'... other than that even that was easy.


How do you write Rust code in that case?


You don't, but Rust isnt the right fit for gamedev imo.


I started a Godot project with C# support since I'm coming from Unity.

I now have at least 50 GDScript files and not a single C# file, the language is good (with types).

My only issue is that I can't get Copilot in their integrated IDE and that Rider's GDScript plugin doesn't support anonymous functions right now


VSCode is also an option, with the godot-tools extension.


GDScript is not good and never will be.


If it wasn't good then first, it wouldn't be shipped with the engine, second, people wouldn't use it to make games.


The same reasoning can be applied to JavaScript and everything else where the platform offers one main language in detriment of others.


Honestly, I feel like this is a horrible argument when gamemaker still ships its own trash language too lol




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