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What's new in C# for Godot 4.0

godotengine.org

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Re: What's new in C# for Godot 4.0

#2
„ 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.

Re: What's new in C# for Godot 4.0

#4
"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.

Re: What's new in C# for Godot 4.0

#5
post #2

„ 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.

Unity is still using Mono?

The CoreCLR should easily perform twice as good as Mono in many cases.

Re: 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.

>>> Unity still isn't taking industry seriously

What does this mean?

Re: What's new in C# for Godot 4.0

#8

Does 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.

I don’t know about Gondot, but with C# source generators it should be easy to generate a typesafe and clean way to access

Re: What's new in C# for Godot 4.0

#9

It’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.

i'm glad javascript isn't the scripting language chosen, as C# is very much superior, and would run faster!

Re: What's new in C# for Godot 4.0

#10

It’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.

Everyone who uses javascript has to write it in a superset language that has sane types, a (poorly implemented) standard library, and other features javascript lacks, and treat it like a batch of volatile chemicals because outside of its specific niche of scripting the DOM, javascript is a terrible, unstable language at best adequate for purpose, a necessary evil because the web doesn't support anything else (barring WASM.) Gamedev isn't (necessarily) tied to the browser, so why not use a better language to start with?

That said, there are forks of Godot that support JS/TS but I don't know how up to date or ready they are.

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