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Unsurprisingly, no plugins. Just plain-old GDScript, but embedding a faster scripting solution into the C++ codebase is not too hard for serious work.


Why unsurprisingly? I'm not familiar with console ecosystems.


The engine has an interpreter for Godot script so if you port it you can already run the games. Native code is it's own porting problem, it should be easy for a developer but game developers in particular that knows an engine may not be familiar with writing native code - they may have been using a plugin they found on the internet and now they will have to port that native code too by themselves.


I'll be curious if once the AOT c# hooks are added (hopefully with 4.3) if that will be able to work or not.




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