They're still quintupling down on their sad Python-lite clone language and toy inbuilt text editor, what a damn shame. Still no way to avoid GC in C#. Godot had real potential, but they continue to insist it is a playground for learning about game development, rather than a tool to release a real game. If a fraction of gdscript and editor manhours had gone into real engine development, it would be better than Unity by now.
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.
My philosophy has always been “ergonomic scripting or drop to C++”, so I’m quite okay with it.
C# has always felt a bit clunky to me. It’s nice to have alternatives.
So use Rust instead, Godot supports bindings via FFI: https://godot-rust.github.io/
I wont claim it works flawlessly, but you don't have to use GDScript or C# to program Godot.
You can also use C++, Go, Java, Typescript, Zig, Scala, Kotlin and Swift: https://github.com/Godot-Languages-Support/godot-lang-suppor...
Is the GC in C# actually that much of a problem? Slay the Spire 2 is made with Godot + C# and the devs seem to be fine with it. Of course, it's probably not a computationally very demanding game but still the GC in C# does not seem to be a problem there.
Miguel de Icaza of Mono fame has a whole video on how C# was a "multi billion dollar mistake," and is working on a Swift Godot package.
https://www.youtube.com/watch?v=tzt36EGKEZo https://github.com/migueldeicaza/SwiftGodot
(I've had some fun dabbling with Swift Godot but all of the documentation seems to be a bit out of date)
It has been used for pretty successful games on steam
Agreed 100%, C# is obviously a second-class citizen and I'm not going to waste my time with GDScript. It really is a shame because there are so many things to like about Godot, but the litany of issues with C# support due to their focus on GDScript has just soured the whole thing for me. Unity is just not an option as far as I'm concerned due to their bizarre licensing fiasco (and their own mountain of technical issues). So it's Monogame/FNA for me I suppose.