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Using any C++ library in Godot

168 points · 66 comments · czoido

  1. voodooEntity · · focus · HN ↗
    Was playing arround recently building an RTS with godot until i just hit the ceilling of what i could handle with gdscript performance wise.

    Than started to move alot of heavy logic to c++ simulation : tedious indeed but the results speak for themself.

    Basically allows me to use godot for things like menus dialogues and similar stuff while running the true heavy work in a c++ simulation.

    1. 8-prime · · focus · HN ↗
      What motivated you to use c++ rather than C#? Especially when you mention the usage of c++ being tedious, when I would argue using C# is equally straight forward as gdscript is.
      1. windsurfer · · focus · HN ↗
        C# is a "first class" language in Godot and doesn't need a GDExtension, but it's not compatible with web builds yet. There is a draft PR that includes C# support but it adds about +50 MB to a web export and is also missing a few features.
        1. 8-prime · · focus · HN ↗
          I did not know that. Thanks for the info. I always use C# with Godot, but never had a use-case where i needed a web build.
        2. pjmlp · · focus · HN ↗
          And even that doesn't add consoles support, is W4 that far?
          1. windsurfer · · focus · HN ↗
            Console support is accomplished using &quot;Middleware ports&quot; for the Nintendo Switch, Xbox Series X&#x2F;S, and PlayStation 5. <a href="https:&#x2F;&#x2F;godotengine.org&#x2F;consoles&#x2F;" rel="nofollow">https:&#x2F;&#x2F;godotengine.org&#x2F;consoles&#x2F;
            1. pjmlp · · focus · HN ↗
              I know the process, the question was how far .NET tooling support is there, because if they just rewrite everything into C++, there isn&#x27;t much there to talk about.
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