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.
What's new in C# for Godot 4.0
11–20 of 112 posts
Re: What's new in C# for Godot 4.0
#12„ 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
#13„ 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.
https://docs.unity3d.com/Manual/Mono.html
Seems so. In fact, not just Mono but their own fork of Mono.
Re: What's new in C# for Godot 4.0
#14It’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
#15„ 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.
I recently learned that mono works kinda like an interpreted language. This makes sense I think because the internals of unity run C++ code; the C# code is just an interface into the C++ parts of the engine.
I haven't done a deep dive into .net ecosystem ever. I probably should at some point. Since I only work in unity and since unity doesn't really play well with the .net ecosystem (e.g. one installs nuget pkgs by downloading the nuget file directly from the website, renaming the file extension to "zip" to then extract the files, and then copy DLLs into an "editor" folder in your project files), I haven't had as much of an incentive.
Today I work as a cloud engineer largely focusing on infrastructure set up, and writing GO/bash code for various bits of automation. Before I worked in scala/Java, and before that node.
Re: What's new in C# for Godot 4.0
#16"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?
Unity marches on with little to no interest in enterprise development and quality processes, which is a shame.
Re: What's new in C# for Godot 4.0
#17"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
#18Does 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.
> In the past, Godot has used reflection to communicate with the engine. This has worked great so far but it comes with some limitations. We now use source generators, which have the following benefits...
It doesn't show what the code looks like but mentions the code has a different syntax and is more performant.
Re: What's new in C# for Godot 4.0
#19It’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 imagine it was too much work to support two languages? As a dev reading docs, I used to have to deconflict the parts of the docs talking about JS from C# (not difficult as an experienced dev -- I wonder how the first timers fared). I'd also have to translate advice from JS Unity programmers into C# when researching how to do certain game things. I'm sure JS Unity devs had to do the same with C# advice.
I'm happy they aligned on one language. If JS had an optional type system baked into the language, I think it would be a better choice. However; it doesn't.
Re: What's new in C# for Godot 4.0
#20It’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.
Nothing is stopping you from compiling JavaScript though, browsers do it. The lack of static types makes this harder, of course.