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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. tapoxi · · focus · HN ↗
          Godot is the best open source engine because it is dead simple to use, comes bundled with its own IDE and documentation, the editor runs on any platform that Godot runs (including the web) and the performance benefits for something like Bevy only apply to a handful of games that really need it.

          Godot gives GDScript simplicity for the vast majority of use cases which is that iteration boon, provides C# for games that need the additional guardrails. For performance critical game scripts you can just jump to C++, Rust, Swift, etc.

          But most game scripts are not performance critical. Clair Obscur: Expedition 33 swept the game awards last year as an Unreal Engine game made using almost entirely visual scripting (blueprints).

          1. pjmlp · · focus · HN ↗
            Also Unreal C++ has a GC, exactly to have easy interoperability between engine code and C++ components exposed to Blueprints.
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