Earlier quoted context omitted.
Unity used to have a JS interface, where one could either write their game object components in JS or C#. They deprecated the JS interface. 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 Unit…
I think it was more that Unity's "JS" was actually their own language that was just very similar to real Javascript. They were forced to support the language itself as well as the integration. It was a lot easier to just support C#, which is maintained by others.
What's new in C# for Godot 4.0
51–60 of 112 posts
Re: What's new in C# for Godot 4.0
#52„ 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
#53Re: What's new in C# for Godot 4.0
#54Re: What's new in C# for Godot 4.0
#55It’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.
JavaScript doesn't have value types or operator overloading (also applies to Java) - this makes writing vector math pretty shitty imo - and you're working with vectors all over the place in games.
Re: What's new in C# for Godot 4.0
#56It’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.
Not really surprising. JavaScript-the-language is missing lots of features that could be useful, like operator overloading. Or any overloading, really. Nothing is stopping you from compiling JavaScript though, browsers do it. The lack of static types makes this harder, of course.
Re: What's new in C# for Godot 4.0
#57Earlier quoted context omitted.
JavaScript doesn't have value types or operator overloading (also applies to Java) - this makes writing vector math pretty shitty imo - and you're working with vectors all over the place in games.
How does it help with vector math?
public static Vector operator -(Vector a, Vector b)
{
Vector v = new Vector();
v.X = a.X - b.X;
v.Y = a.Y - b.Y;
return v;
}
So then you can just write: Vector result = myVector1 - myVector2;Re: What's new in C# for Godot 4.0
#58Re: What's new in C# for Godot 4.0
#59Any 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…
Re: What's new in C# for Godot 4.0
#60Earlier quoted context omitted.
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.