| ▲ | 8-prime 3 hours ago | |||||||
What motivated you to use c++ rather than C#? Especially when you mention the usage of c++ being tedious, when I would argue using C# is equally straight forward as gdscript is. | ||||||||
| ▲ | voodooEntity 33 minutes ago | parent | next [-] | |||||||
A combination of two factors that are rather specific to myself. One being that even tho its quite some time ago i have a bit of c++ experience, while i never tried to code C#. So when i got the idea to try to run the heavy simulation in an "extension" it was just a language i was a bit familiar with. Maybe C# would have been the "smarter" choice, i just never digged into it yet. The other reason is that in my well closer circle i got quite some people that code c++ on a daily basis and i don't know (at least i think so) anyone doin C# actively, so i thought if i would get stuck i have people i can easily ask about my c++ problems. So it wasn't a "i think c++ is better than c#" decision rather a what do i know and what resources i have available easily. | ||||||||
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| ▲ | windsurfer an hour ago | parent | prev [-] | |||||||
C# is a "first class" language in Godot and doesn't need a GDExtension, but it's not compatible with web builds yet. There is a draft PR that includes C# support but it adds about +50 MB to a web export and is also missing a few features. | ||||||||