When / How long until this happens? Godot Priorities: “Deprecate .NET Godot builds for a .NET plugin.” Priorities – Godot Engine
This currently is an issue with long term API stability. This will force a 5.x to properly integrate C# with parity with GDscript due to human history of mass production of anything complicated. The hodgepodge / after thought applique / patchwork / prototype nature of a big composite model leads to a new version that is made from scratch with all the previous features but optimized with everything together from the start.
This everything optimized remake from the start build can greatly boost efficiency of the desired outcomes and many projects / products have done this complex patchwork design into a remade from scratch optimized design for at least 15-33+% efficiency (~1/6 to ~1/3+). In the software world that is a massive boost making the code more efficient. That generally leads to a new generation / iteration shift / addition / upgrade.
Also outside of the Godot world C# is 100+ times more used in running the big software infrastructure and is taught to new people a lot more in cross industry roles; C# is practical. C# has transferable skills into Godot while GDscript does not transfer to outside of the Godot world.
GDScript is sorta like old school 1960’s - 1970’s code languages where it’s all or nothing. As either the unique code language (often proprietary) is trying to get the population to use its unique systems over the competition. This practice died out with the Ethernet cable port standard and big companies getting together in the 80’s and 90’s to make hardware and software standards.
I wish Godot will focus more on supporting an industry standard code language C# and get its API stabilized this year with the Godot Priorities: “Deprecate .NET Godot builds for a .NET plugin.” being accomplished. Then getting started on unified C# GDextension 5.x to be a proper option to support large scale games + MMOs.
As seen in the priorities page, we don’t intend to drop support for GDScript anytime soon.
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I should have worded that 5.x is expected to be multi-lingual with both C# and GDscript in one .exe for Godot. That is good to hear that GDscript is supported going forward. I personally would like to see both C# and GDscript used but I understand 100 times more people can code in C# than GDscript due to industrial use of C#. I’d wish to understand when Godot is sort of trying to get an estimate on the planned priority of getting C# GDextension with GDscript unified to help long term plans for big projects.
It is unclear how much experience you have with Godot c#.
One open question has always been, is there a need to lobby godot c# community to use chatGPT or something equally effective to convert Unit tests for GDscripts into C# unit tests.
These tests will be very useful when evaluating the coverage of Godot Dotnet or C#support through GDExtension
Yes, this C# / GDscript conversion process with tools or automated versions via AI such as ChatGPT coding I have seen a lot through my searches of a lot of Github repositories and it keeps coming up and there are other tools like Unity C# into Godot C# and other tool ideas / projects that aim to help unify / unite the interoperability / make accurate translations across platforms and or code languages to help build up the creative community.
It is better to have things be connected than isolated as islands so that the creative community can draw upon the best people no matter the walk of life and help make collaborative efforts with open source software such as MIT forever free to enrich everyone in the world as the creative community bit by bit creates great works that are owned by the entire world forever free.
With proper code language translations and tools made MIT and forever free for the creative community this can make many bridges and give opportunities for anyone in the world. There are many talents in the world that coding architecture can bring a stable platform to help unify and bring out the best of all peoples via the power of MIT forever free licenses.
When great MIT and C.C.0 license works are made, effectively de facto and de jure legally by international law any one in the entire world today and tomorrow owns and can use the open source software.
C# is a standard language used in many if not all major software industries and is effectively owned by the entire world like any other language coding or otherwise. I think the world would be a better place with MIT software that can accurately translate great works from various code languages (such as C# and GDscript) as a form of coding translation as has helped many people with the likes of spoken and written language translation tools that exist today.
Yet perhaps such a grand project would be worthy of its own subject / area within the creative community to help unify the code languages of the world to be forever free today and tomorrow to make the world a better place; no matter the walk of life nor area nor financial state a person is found.
As in rather if these great works of written and spoken language and code language translation tools are made MIT forever free one day it can become a reality that creative success is greatly more so determined by a person’s merits; rather than their social and economic standing anywhere in the world for this generations and all generations to follow. So as far if we continue to keep alive our legal systems and way of life to live forever free.
With forever free tools that help translate code languages and even perhaps generate new coding works somewhat accurately from written and spoken word and thoughts / ideas this could better create a world in that the state of a person’s passions and dreams to build great works and be creative for anyone in the world alive today and tomorrow can lead to empowering one’s own pursuits in life and in turn empower the entirety of humanity.
I realize that my thoughts have wandered and I should stay focused upon the C# topic at hand. I am grateful that the great MIT polylingual translation works were brought up.
Yet there is also a need for focused grounded step by step collaborative work to help get ideas into reality bit by bit.
Yet perhaps these long form thoughts are required to properly address the question at hand of the topic of: " When / How long until this happens? Godot Priorities: “Deprecate .NET Godot builds for a .NET plugin.”? It feels at times one must do things the long way first to discover the proper short cut or more efficient way for most all peoples at the start.
Perhaps we are in need or discussing the need of proper C# and other code language translation tools for the work at hand is quite extensive and perhaps AI assistance / automated work saving / multiplying tools are the most pragmatic approach to finding a proper answer to such a large and encompassing nature of question.
We live in our times, global and deeply interconnected in most all regards in ways of life and destinies here on forever forward. As then perhaps our thinking should make well of the opportunities of our times so as to live where we properly collaborate; and less so live in isolation nor stuck to the ways of the past without proper justification for the rest of the general creative community.
Yet it feels today that manual analog coding of humans on keyboards is needed for the first iterations of C# translation / interoperability and perhaps in the late 2020’s / early to middle 2030’s automatic AI assisted coding can be more mature and we can have deeper conversations in this regard.
Until then I suppose in these cases one’s own coding skills are required like old scribes of old world times of literal word by word transcribing books one word at a time by hand before the proper advent of the printing press and other automated great works used to work multiply writing languages for the world’s community / the creative community.
I can tell you are passionate with many good ideas for the godot C# community.
Although there is no clear instructions on how best to use the existing Godot-Dotnet, many months ago, someone managed to share a simple working example how to use LibGodot.DLL from C#
It requires a lot of dirty hacks. Until now, it was clear to me what are the challenges holding back the progress of Godot-Dotnet.
A new initiative is pushing to get LibGodot to be integrated into the core of Godot 4.4 for linux
While this is being finalised, there is a need for getting LibGodot to work for Windows.
While all these are happening, someone is needed to lobby and coordinate the project for converting GDscripts unit and integration tests to C#
As long as the community not doing this, it is often a challenge for new c# Godot user to figure out gaining an overview picture how c# is being integrated and calling to c++ codes for objects and their attributes and functions.
All tools are available… enthusiasm is plenty,..
Keep lobbying for the vision and share that to all different channels of Godot.
So that the Godot teams could see that there is such strong need.