How Godot's GDExtension system and the godot-cpp bindings work, and how to use Conan to bring C and C++ libraries into a Godot game, with a flecs example that simulates 100,000 particles.
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Than started to move alot of heavy logic to c++ simulation : tedious indeed but the results speak for themself.
Basically allows me to use godot for things like menus dialogues and similar stuff while running the true heavy work in a c++ simulation.
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.
the hierarchy and physics api isn’t great either, it’s easy to hit heap allocs even from a gdextension
a lot of things wrong with this generic engine, but at least it’s lightweight
Seems like carrying a lot of Godot baggage around for nothing.
Also, I am not sure about how easy it is to build binaries using SFML for various platforms (such as WASM), but with Godot you just have to download the right template.
Also .NET integration has the issue it doesn't work in all target platforms, that is why Capcom and Unity have their own compilers to native code. Even when Unity finally adopts modern .NET, Native AOT naturally doesn't cover game consoles.
I tried dear imgui for this before but I felt it was very low level and had to build a lot of systems (not it's intended use as a GUI app framework, tbf)
I think it depends on what GUI tools it provides. Game engines aren't designed to be general purpose application frameworks either.
It's probably doable in Godot but you'll probably be building a lot of systems there as well, and probably writing a lot of plugins.
But people do it. I've seen plenty of applications in Unity.
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