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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. subhero · · focus · HN ↗
          I always do not understand why defold is never put into the fold [sic!] of those sentiments/discussions. You can learn a clean & fun language (lua) and its JIT is maybe/probably running laps around something like GDScript, which in itself is proprietary and has no other uses for you than, ehh, Godot?? You can integrate C/C++ extensions natively, neatly exposing them through lua APIs. Its mobile and web target footprint is unbeatably (?) small, desktop at least 10x smaller than Godot or Unity. It is Open Source.

          Maybe it's the "ancient" part, because more recent is always better ;)

          1. valorzard · · focus · HN ↗
            defold is really cool, the only downside is its really weird build system for native extensions
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