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.net coreclr / corefx #2790
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Someone is working on coreclr integration, although GDScript and C++ will stay first class citizens in Godot. C# will be more for porting existing projects or libs. For hobby coders (and not only) GDScript would be better choice imho. There are also plans for optional static types in GDS, then there will be even less need to use C#. |
Oh sorry, then ive missed that in the roadmap :) |
Be care! Microsoft have many times and monies to test his platforms. So they invent a language during 2 years! I know python limitations, but keep current c++ and Gdscript and think a language like python and it's scientific libraries to improve a game engine to a "game + scientific simulation" engine! Don't bind your mind to these microsoft !!!awesome huge!!! temporal techs. "Whoever sufficiently live (satisfy), will be comfort, then it will provide the open field for him." Imam Ali (pbuh) said. One admission (in the pile of admissions):
You are free. Don't put in prison your freedoms. |
i cant agree, i dont care gdscript, because if i code ill do it in c++ (if c# is no option) look at unity: c#/java, lefthand coords,... it got rid of all "old" technology/paradigmas and provided a new updated easy to use interface to the users. their success is talking for its own. |
Have C# proposals like c++ and python! |
Closing as old, C# support has been implemented in 3.0 via Mono, and there are (for now) no plans for .NET Core, as it lacks support for mobile platforms we need to export to. |
Hi,
i wonder if u may put .net on your roadmap,
in my opinion c# would open godot to a wide range of hobby coders
and maybe some ppl will come from unity :)
afaik u havent done it yet because mono has license issues.
but have u tracked the "new" microsoft ideas, coreclr / corefx ?
these are open source and "platform independent"
also they planning "net native" (https://msdn.microsoft.com/de-de/vstudio/dotnetnative.aspx) which will be able to compile c# "like" c++
sure far from working but an intresting thing...
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