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roflcopter69 8 hours ago

I read that article a while ago and highly enjoyed it. C# truly has become a very good language for game development and since NativeAOT has become a thing, we will less and less rely on hacks like IL2CPP or BRUTE which transpile the C# IL to C++ such that it can run on JIT restricted platforms like consoles or iOS.

I'd really love to go all-in with C# and SDL3 to make an engine-less cross-platform game but I still miss a good way to make complex game UIs without doing everything from scratch. Does anyone have a good suggestion for making non-trivial game UIs without using a full game engine? So far, I only found https://github.com/vchelaru/Gum and https://github.com/mikke89/RmlUi but I think there's not really something super mature and feature packed, or is there? I'm aware of https://github.com/ocornut/imgui, as the article also mentioned, but that's more for debug UIs, right?

pjc50 7 hours ago | parent [-]

Interested in knowing your modern dotnet gamedev stack. Am I right in thinking that Unity are still stuck in ".NET Framework" era? How is Godot?

S04dKHzrKT 11 minutes ago | parent | next [-]

Stride runs on the latest version of dotnet and c#. I don't have enough experience with it to know its pros and cons though.

https://www.stride3d.net/

roflcopter69 3 hours ago | parent | prev [-]

I myself don't have much of a dotnet gamedev stack going on unfortunately. Although I've been dabbling with MonoGame and have been enjoying it so far. MonoGame matured quite a bit since I previously used it which was more than 5 years ago!

Unity indeed is still using Mono instead of CoreCLR and is kinda stuck in that sense. But to be fair, they are trying to migrate to CoreCLR which will let them profit from all the crazy optimizations that Microsoft has poured into the runtime and ecosystem.

Godot is kind of a hate love for me when it comes to C#. Godot gives me the most hope that there can be a free, community-driven but powerful game engine and it having C# support built-in seems great at first glance until you realize that GDScript, which is veeeeery dynamic language, pretty much nullifies a lot of the advantages you'd get from using C# because you find yourself doing weird type system stuff that GDScript imposes on all the other languages. The best you can do is doing as much as possible in C# and use Godot as kind of a input and rendering abstraction layer. But then you're missing out on a lot of the functionality that Godot offers which should raise the question why use a game engine in the first place. It's difficult, at least for me. Others might have figured it out much better.