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>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system.

Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script.

I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea.

Now I imagine if Microsoft decided to come out of an engine, they could rationalize supporting six or seven languages. But if you're already a small project, what ends up happening is the other language support just isn't as good



What didn't work for you? I remember thinking events were surprisingly easy to use with GDScript when I tried the Godot 4 alpha earlier this year.


Compared to Get component with Unity, sending messages isn't all that great.

I'm looking at some other OSS engines now


What? This is not at all what the author is describing (or even what you're insinuating is bad in Godot).


What issues did you have with GDscript's signals? I've been using Godot for > 2 years and had no issues with them.


Check out https://github.com/stride3d/stride

It's MIT and fully written in C#.




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