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.
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.
Console support is accomplished using "Middleware ports" for the Nintendo Switch, Xbox Series X/S, and PlayStation 5. <a href="https://godotengine.org/consoles/" rel="nofollow">https://godotengine.org/consoles/
I know the process, the question was how far .NET tooling support is there, because if they just rewrite everything into C++, there isn't much there to talk about.
voodooEntity · · focus · HN ↗
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.
8-prime · · focus · HN ↗
windsurfer · · focus · HN ↗
pjmlp · · focus · HN ↗
windsurfer · · focus · HN ↗
pjmlp · · focus · HN ↗