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@@ -18,10 +18,6 @@ main reason to choose them is the level of integration with Godot, as this
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makes the experience smoother (both have very slick editor integration, while
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C# and C++ need to be edited in a separate IDE). If you are a big fan of statically typed languages, though, go with C# and C++.
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-There are more languages available via GDNative interface, but keep in mind
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-we don't have official support for them so you will have to work with the
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-provided in that case.
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-
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GDScript
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~~~~~~~~
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@@ -40,22 +36,22 @@ to the high integration with Godot:
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If undecided, and have experience in programming (especially dynamically
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typed languages), go for GDScript!
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-Visual Script
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+VisualScript
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~~~~~~~~~~~~~
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Begining 3.0, Godot offers :ref:`visualscript<Visual Scripting>`. This is a
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somewhat typical implementation of blocks and connections language, but
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adapted to how Godot works.
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-Visual Scripting is a great tool for non-programmers, or even for developers
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+Visual scripting is a great tool for non-programmers, or even for developers
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with ample programming experience that want to make parts of the code more
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-accessible to others (like Game/Level Designers or Artists).
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+accessible to others (like game/level designers or artists).
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It can also be used by programmers to build state machines or custom
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-visual node workflows (like a Dialogue System).
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+visual node workflows (like a dialogue system).
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-Microsoft C#
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+.NET / C#
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~~~~~~~~~~~~
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As Microsoft's C# is a favorite amongst game developers, we have added
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@@ -70,7 +66,12 @@ For companies, this is usually the best choice, given the large amount of
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programmers that can be found in the labor market familiar with it, which
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reduces the learning time of the engine.
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-GDNative C++
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+Since Godot uses the `Mono <https://mono-project.com>`_ .NET runtime, in theory
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+any third-party .NET library or framework can be used for scripting in Godot, as
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+well as any Common Language Infrastructure-compliant programming language, such as
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+F#, Boo or ClojureCLR. In practice however, C# is the only officially-supported .NET option.
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+
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+GDNative / C++
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~~~~~~~~~~~~
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Finally, this is one of our brightest additions for the 3.0 release.
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@@ -84,7 +85,11 @@ API Bridge.
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This language is the best choice for performance and does not need to be
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used for an entire game (other parts can be written in GDScript or Visual
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Script). Yet, the API is very clear and easy to use as it resembles, mostly,
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-Godot actual C++ API.
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+Godot's actual C++ API.
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+
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+There are more languages available via the GDNative interface, but keep in mind
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+we don't have official support for them so you will have to work with the
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+provided in that case.
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Scripting a scene
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-----------------
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