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Starting with Godot 4.0, they now support GDExtension which allows you to basically write your own game code in C++ (and other languages), then have the engine import your code: https://docs.godotengine.org/en/stable/tutorials/scripting/g.... There is also a set of Rust bindings that utilize GDExtension too: https://github.com/godot-rust/gdext.

They might be worth looking into.




Yeah, I've seen those and I'm happy Godot moves in this direction, but using these tools would steer me away from the "default" and "primary" behavior, I'd potentially face more bugs/awkward development setups.

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.




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