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I follow Godot since it got open sourced some years ago - great project. What scripting language beside visual scripting does it support? Lua? Squirrel? or onl
by frik 9y ago
I follow Godot since it got open sourced some years ago - great project.
What scripting language beside visual scripting does it support? Lua? Squirrel? or only C++? (I saw some screenshots there: https://godotengine.org/features https://godotengine.org/features )
- Operyl 9y agoCurrently, not including the upcoming 3.0 release, it’s their own flavor called GDScript. http://docs.godotengine.org/en/stable/about/faq.html http://docs.godotengine.org/en/stable/about/faq.html http://docs.godotengine.org/en/stable/learning/scripting/gdscript/gdscript_basics.html#doc-gdscript http://docs.godotengine.org/en/stable/learning/scripting/gds... Edit: it’s worth noting some of the hard stances they have in that faq have changed since then. 3.0 (coming soon) has C# support.
- Mikeb85 9y agoTheir stances haven't really changed, they introduced GDNative which is a system that loads shared libraries using a C API, which has made it easy to add and use any language (I'm guessing the original idea was to make using C++ in your game easier). Some guy made C# bindings with GDNative, so they're making it optional with the release. There's other languages you can use as well. GDScript is still the 'main' scripting language.
- Operyl 9y agoYeah, but it’s not as much of a “you’re crap out of luck” as it was in 2.x land. They’re approving of it enough to announce it as a feature now.
- tagrun 9y agoThat's plain wrong. C# bindings have nothing to do with GDNative, it's a module on it's own, integrated pretty well and unlike things that can be bound through GDNative, Mono module will be a part of Godot itself. https://github.com/neikeq/GodotSharp https://github.com/neikeq/GodotSharp
- Mikeb85 9y agoMy bad, there was a bit about C# in their article about GDScript on their website, read it wrong. You're right, took a peek at the code, it's a regular module.