What's new in C# for Godot 4.0
godotengine.org
What's new in C# for Godot 4.0
1–10 of 112 posts
Re: What's new in C# for Godot 4.0
#2Wow this is huge! Seems like Unity is lagging behind and their journey for CoreCLR just started.
Re: What's new in C# for Godot 4.0
#3Re: What's new in C# for Godot 4.0
#4And .NET 6. Terrific work. Unity still isn't taking industry seriously so it's terrific to see viable alternatives.
Re: What's new in C# for Godot 4.0
#5„ we now use the .NET SDK to embed the .NET runtime. This means we use the CoreCLR runtime for desktop platforms” Wow this is huge! Seems like Unity is lagging behind and their journey for CoreCLR just started.
The CoreCLR should easily perform twice as good as Mono in many cases.
Re: What's new in C# for Godot 4.0
#6Re: What's new in C# for Godot 4.0
#7"The main change for C# support is that we moved away from the Mono SDK and we now use the .NET SDK to embed the .NET runtime" And .NET 6. Terrific work. Unity still isn't taking industry seriously so it's terrific to see viable alternatives.
What does this mean?
Re: What's new in C# for Godot 4.0
#8Does this impact the required code? I remember checking out the samples and much preferring the syntax of the native script given the C# is full of GetNode ().op() as opposed to Button.op() in the native.
Re: What's new in C# for Godot 4.0
#9It’s surprising to me that javascript wasn’t chosen as the scripting language for all these gaming engines. Though I do see the benefit of C# being typed and compiled.
Re: What's new in C# for Godot 4.0
#10It’s surprising to me that javascript wasn’t chosen as the scripting language for all these gaming engines. Though I do see the benefit of C# being typed and compiled.
That said, there are forks of Godot that support JS/TS but I don't know how up to date or ready they are.