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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. momocowcow · · focus · HN ↗
      gdscript is incredibly slow, worst than something like lua, maybe only good for handling the UI events

      the hierarchy and physics api isn’t great either, it’s easy to hit heap allocs even from a gdextension

      a lot of things wrong with this generic engine, but at least it’s lightweight

      1. tancop · · focus · HN ↗
        Godot is only the best open source engine because Bevy is not ready for production, Lumberyard/O3DE is hard to set up and everything else is ancient or 2D only. one eyed man among the blind type shit
        1. jdw64 · · focus · HN ↗
          No. If you try Bevy, it feels different from ECS and ordinary OOP. So it's hard to get used to. But Godot, although GDScript has performance issues, if you use GDScript it's easy to port to mobile and web games, and the syntax itself is OOP, so it's easy to adapt to.

          A lot of people complain about OOP, but it's a paradigm very well suited for rapid development.

          1. pjmlp · · focus · HN ↗
            Lots of people complain, yet nothing else has won over in GUI development tooling.
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