Remix.run Logo
eole666 a day ago

Godot 4 C# web export is coming soon : https://github.com/godotengine/godot/pull/106125

999900000999 a day ago | parent [-]

We'll see when it actually ships.

I've seen this issue before, they're making progress but theirs no firm release date.

Plus you then have to extensive testing to see what works in Web builds and what doesn't. I REALLY enjoy vibe coding in Godot, but it's still behind Unity in a lot of ways.

ramon156 a day ago | parent [-]

Naive question but why not use GDscript? I haven't had any issues with it

999900000999 a day ago | parent | next [-]

I'll vibe code stuff in GDscript, and I guess I more or less understand some of it.

But C# is what I've used for over a decade. C# has vastly better IDE support. It's a more complete language.

Plus a lot of C# assets/libraries don't really have GDScript counterparts.

eole666 15 hours ago | parent | prev [-]

I'll add that C# have better performances than gdscript. It doesn't make a difference for most of the things you code in a game, but it comes in handy when needed.

runevault 23 minutes ago | parent [-]

I'd caveat this slightly as "it depends"

For mathy stuff, 100% c# is going to be better. But if you need to round trip to the engine a lot getting stuff in and out of the dotnet heap can actually hurt performance. You also have to be _really_ careful because there are a lot of cases you generate accidental garbage (biggest one is when you use strings that are getting implicitly converted to StringNames every time you run a function, you can avoid this by pre-generating them as consts but I've run into a fair few people who never ran dotmemory or the like to see the issues).