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What's new in C# for Godot 4.0

godotengine.org

41–50 of 112 posts

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

#41
post #34

Any godot programmers here. How is godot's support of games in the browser? 4 years ago I was deciding on a game engine to use. I considered it to unreal, Unity, and godot. I want to be able to build games that can be played on the web. I have many fond memories of the Flash game days. Distributing games over the web allows me to share games with people without the friction of installers, or App Store gate keepers, w…

It has been excellent, best browser game engine imo - however as of Godot 4, the web export is completely broken, unfortunately. Godot with C# straight up has no web export and no mobile export atm, just desktop.

> best browser game engine

> web export is completely broken

> Godot with C# straight up has no web export

Hmm, something is amiss here... They're already on RC5 and web export not working doesn't sound like the web platform is a focus of theirs. AFAIK, the web export being broken is not mentioned in "Known Issues" about V4 either.

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

#42
post #36
post #5

Earlier quoted context omitted.

Unity is still using Mono? The CoreCLR should easily perform twice as good as Mono in many cases.

CoreCLR is not built for game, the fork from Unity is so there is little chance that CoreCLR is faster.

Sorry but that makes no sense. Here are quotes from the C#/.NET group director at unity about how the migration to CoreCLR should bring a large perf boost: "One thing that should help in the future is the migration to CoreCLR that should provide a great boost in terms of performance."[1] "What we have seen, outside of Unity, is that performance with CoreCLR compared to Mono should range from 2x to 10x faster." [2]

[1] https://forum.unity.com/threads/performance-optimizations-fo... [2] https://forum.unity.com/threads/expected-performance-of-new-...

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

#43
post #36
post #5

Earlier quoted context omitted.

Unity is still using Mono? The CoreCLR should easily perform twice as good as Mono in many cases.

CoreCLR is not built for game, the fork from Unity is so there is little chance that CoreCLR is faster.

Is it also webscale? /s

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

#44
post #36
post #5

Earlier quoted context omitted.

Unity is still using Mono? The CoreCLR should easily perform twice as good as Mono in many cases.

CoreCLR is not built for game, the fork from Unity is so there is little chance that CoreCLR is faster.

This claim would make more sense if the Mono was heavily optimized specifically for games, which is not the case. CoreCLR is heavily optimized period

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

#45

Any godot programmers here. How is godot's support of games in the browser? 4 years ago I was deciding on a game engine to use. I considered it to unreal, Unity, and godot. I want to be able to build games that can be played on the web. I have many fond memories of the Flash game days. Distributing games over the web allows me to share games with people without the friction of installers, or App Store gate keepers, w…

Regarding Godot 3.x and HTML5 export. Users reported crashes with GLES3. It seems stable rendering is based on GLES2 (WebGL v1.0). Some features don't work in HTML5 (e.g. "Some features are also not supported in WebGL 2.0 specifically."[1]; "built-in antialiasing will not look correct for translucent lines and may not work on certain platforms" [2])

[1] https://docs.godotengine.org/en/stable/tutorials/export/expo...

[2] https://docs.godotengine.org/en/stable/classes/class_canvasi...

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

#46
post #35

Earlier quoted context omitted.

They have to use Mono. New .NET Core Runtime does not yet support all platforms that Mono used to support, and won't for a while.

You can use mono for targets that need it and .NET 6 for those that don't

Keeping two implementations side by side would be expensive to maintain and not a good user experience: you start writing nice, "modern" .NET6 code and then need to rewrite things to run on top of .NET4-ish (and the older BCL and C#).

And I think .NET6 supports mobile now?

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

#47
post #32

Earlier quoted context omitted.

Hobbyist unity dev here. Can anyone explain the mono/coreCLR commentary in this comment thread? 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…

Mono and coreCLR are two alternative implementations for .Net runtime. Just like Firefox and Chrome are two implementations for various web formats, or CPython and PyPy for python language and many other examples. Note in this comment I might be slightly imprecise with the use of naming since the specification, standard library, runtime can be separate projects each with its own name. But often multiple of those part…

This is helpful. I didn't realize Xamarian was a company!

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

#48

Any godot programmers here. How is godot's support of games in the browser? 4 years ago I was deciding on a game engine to use. I considered it to unreal, Unity, and godot. I want to be able to build games that can be played on the web. I have many fond memories of the Flash game days. Distributing games over the web allows me to share games with people without the friction of installers, or App Store gate keepers, w…

Regarding Godot 3.x and HTML5 export. Users reported crashes with GLES3. It seems stable rendering is based on GLES2 (WebGL v1.0). Some features don't work in HTML5 (e.g. "Some features are also not supported in WebGL 2.0 specifically."[1]; "built-in antialiasing will not look correct for translucent lines and may not work on certain platforms" [2]) [1] https://docs.godotengine.org/en/stable/tutorials/export/expo...…

[deleted]

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

#49
post #31
post #5

Earlier quoted context omitted.

Unity is still using Mono? The CoreCLR should easily perform twice as good as Mono in many cases.

They use their own heavily optimized Mono runtime that is .Net Standard 2.1 compliant and supports all C# 8 and many C# 9 features. As a C#/.Net developer I'm satisfied with the C# and .Net support in Unity. The pain points are elsewhere. https://docs.unity3d.com/Manual/dotnetProfileSupport.html https://docs.unity3d.com/Manual/CSharpCompiler.html

> The pain points are elsewhere.

Not sure if this is what you mean but one huge pain point for almost every dev is that code changes necessitate a project reload, which, even with domain reload can be extremely slow and gets worse the larger the project becomes.... which is why I'm extremely exuberant about the new hot-reload plugins which allow editing code while a project is running and changes will be patched in real time! For me it's comparable to when SSDs first came out, finally we were able to ditch slow spinning rust. I've been using it for a couple days now and I've probably already saved a few hours.

I've been using HotReload.net which is free for Unity Personal Edition but there's also an asset on the store for ~40€ but i haven't looked at it yet.

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

#50
post #37
post #36

Earlier quoted context omitted.

CoreCLR is not built for game, the fork from Unity is so there is little chance that CoreCLR is faster.

What are the specific requirements for games? C++ is also not built for games. It’s built for anything, including games.

Consistent low latency, perhaps.
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