Discussing potential C# replacements #11820
Replies: 3 comments 2 replies
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I don't think changing the officially supported languages is up for consideration at this point. However, you could certainly add support for BeefLang (or any other language) as a GDExtension! If it were to become very popular, that could help make an argument for official inclusion? However, I think that would still be super unlikely. But having it as a GDExtension would at least allow you and other folks who want it, to use it. |
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An important consideration regarding replacing C# with BeefLang: As far as I'm aware, one of the big reasons people use the C# support in Godot is because they can take advantage of the wealth of C# packages/libraries that already exist for various tasks. So BeefLang would need to be able to support C#/.NET packages in order to work as an effective replacement for C#. |
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I think another aspect for C# is that a lot of people already know C# and would most likely want to continue using the language they're familiar with |
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A bit of an out there proposal, but this engine has struggled a lot adopting and integrating C# and there are still a lot of missing features and C# adoption is generally low.
From having large previous problems integrating Android support, to now struggling with web support; I've heard C# support is very difficult to maintain, especially as Microsoft rarely listens, puts issues on hold for years, and generally makes supporting C# difficult.
I'm wondering if people would be interested in deprecating C# in favour of a custom static language built from scratch for game development, something along the lines of a compiled C-style GDScript-like language with all the GDScript goodies like hot-reloading.
There are some languages I have in mind that fit that description, but making a brand new language is always possible, as GDScript exists and is highly adopted.
My main contender would be BeefLang:
SDL2.SDL.Scancode
, you can pass in.BackSpace
instead ofSDL2.SDL.Scancode.Backspace
)I'm not sure how Beef integrates/embeds into other projects, but it would be easier to work with the lead maintainer for any special-use cases Godot needs than it currently is to work with Microsoft.
Just throwing ideas out there!
I would assume even if official Beef or "GDSharp" support is added it wouldn't be public until 5.x due to C# still having a decent amount of people adopting it (myself included) and migration would require project rewrites
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