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Godot 4.0 development enters feature freeze ahead of the first beta

godotengine.org

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Re: Godot 4.0 development enters feature freeze ahead of the first beta

#2
It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate.

I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#3
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

>but to write a serious game you really want C#

I haven't followed game development in a long time, but has the industry moved to C#? I thought C# was limited to Unity and everyone else was still using C++?

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#4
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

The Wiki page says it already supports C#. As completely on the outside, what is missing?

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#5
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

> but to write a serious game you really want C#.

I asked someone on Twitter about this the other day [0], and I'm genuinely curious: what is it about C# that makes game development serious?

0. https://twitter.com/LegatXyotic/status/1552219744723402756

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#6
post #5
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

> but to write a serious game you really want C#. I asked someone on Twitter about this the other day [0], and I'm genuinely curious: what is it about C# that makes game development serious? 0. https://twitter.com/LegatXyotic/status/1552219744723402756

I won’t use the word “serious” but my limited personal experience is that C# feels like the right balance between flexibility and performance.

Rust is a joy to write in but I personally find that it asks a lot from you when you just want to ship a game that doesn’t need to be safety rated.

C++ is a great choice but it’s C++ and I’m just not good enough to enjoy a language with fewer guardrails. It also has similar verbosity issues to Rust and (likely because I’m a noob) eats up a lot of my time chasing dumb bugs rather than making a game.

I do most of my game dev in TypeScript because it’s a wonderful language and web is a great platform to easily ship toy games (my specialty). But it just isn’t fast enough for anything major.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#7
post #5
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

> but to write a serious game you really want C#. I asked someone on Twitter about this the other day [0], and I'm genuinely curious: what is it about C# that makes game development serious? 0. https://twitter.com/LegatXyotic/status/1552219744723402756

gdscript is dynamically typed. If you have the large arrays of structs common in gamedev, then all data members are boxed, significantly increasing memory usage compared to something like C#.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#8
post #5
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

> but to write a serious game you really want C#. I asked someone on Twitter about this the other day [0], and I'm genuinely curious: what is it about C# that makes game development serious? 0. https://twitter.com/LegatXyotic/status/1552219744723402756

Well you could always go with C++ but C# has a solid balance of high level features, good libraries, good tooling, a feature full (if not slick) threading mode, performance features when you need them and good interoperability with native code.

Its not always fun or sexy to rewrite a reference type to a value type to get around your GC but you _can_ do that in C#. Its a have your cake and eat it sort of language.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#9
post #4
post #2

It's not clear to me whether .NET 6 (and therefore C# support) is going to make 4.0 freeze. It's really just been one guy working on the dotnet6 branch, which is unfortunate. I'm really excited for many features of Godot 4, and GDScript is perfectly adequate for UI glue code and stuff, but to write a serious game you really want C#.

The Wiki page says it already supports C#. As completely on the outside, what is missing?

It doesn't support .NET6 specifically which is what parent is asking. According to the github issue it seems that the plan is that .NET6 support will be merged after godot 4 is fully released and stabilized.

Re: Godot 4.0 development enters feature freeze ahead of the first beta

#10
post #5

Earlier quoted context omitted.

> but to write a serious game you really want C#. I asked someone on Twitter about this the other day [0], and I'm genuinely curious: what is it about C# that makes game development serious? 0. https://twitter.com/LegatXyotic/status/1552219744723402756

I won’t use the word “serious” but my limited personal experience is that C# feels like the right balance between flexibility and performance. Rust is a joy to write in but I personally find that it asks a lot from you when you just want to ship a game that doesn’t need to be safety rated. C++ is a great choice but it’s C++ and I’m just not good enough to enjoy a language with fewer guardrails. It also has similar ve…

I've built a few custom engines over the past decode, also shipped a few games. I've lately been working with Bevy in Rust, and I really absolutely love it. It's the perfect framework (for me). Bevy gets out of the way enough where I don't feel like I have to fight with it, which is what always annoyed me with actual game engines. Plus, I love working with Rust.
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