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dustbunnytoday at 12:20 AM4 repliesview on HN

Writing C# in godot is a bad choice. Use GDScript and directly write c++ as a module. Skip "HD extension" completely. Godots build system is easy enough to use. Just add new classes to the engine using c++ if you don't want to use GDScript. The GDScript workflow is honestly great. Using C# is like the worst of all worlds.


Replies

enbuggertoday at 11:12 AM

GDScript is not very maintainable as the code base grows. It lacks proper refactoring tools (e.g. the ones from Jetbrains Rider), static type checking, flexible object system and many 3rd party libraries which might be needed

joha4270today at 11:16 AM

Are there technical reasons to prefer GDScript over C#?

GDScript is undoubtedly better integrated in the engine, but I would have expected C# compare more favorably in larger projects than the game jam sized projects I have made.

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pjmlptoday at 10:38 AM

Problem is, GDScript still doesn't have at least a JIT, and the whole GDextensions boilerplate seems more complicated than it needs to be.

999900000999today at 1:02 AM

I don't like C++.

It's very difficult to me, I generally stick to high level stuff , C#, JavaScript, Python, Dart, etc.

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