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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. droptablemain · · focus · HN ↗
      Assuming it's a 2D game, why not just use something like SFML to build your own simple RTS engine at that point?

      Seems like carrying a lot of Godot baggage around for nothing.

      1. omoikane · · focus · HN ↗
        Godot comes with a lot of tools in addition to the runtime. Maybe they are using the IDE to do layouts for the menu dialogues, for example.

        Also, I am not sure about how easy it is to build binaries using SFML for various platforms (such as WASM), but with Godot you just have to download the right template.

        1. voodooEntity · · focus · HN ↗
          Again combination of multiple points but for some part this is correct.

          One side is that i started developing it with godot, and the game has well alot of menu stuff going on (without wanting to go to much into detail but you are to a certain degree able to configure units outside of a match into "blueprint" like system). This whole editor / management etc stuff got quite big and works really well.

          Means, when i hit the gdscript limits, i did not want to port all of the existing stuff that already works perfectly fine with godot.

          And ye since the c++ only runs math simulations but i still use the godot renderer (which so far seems to work out perfectly fine) i was okay with that mixed solution (for now).

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