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Implement a transpiler for GDScript to C++

### Describe the project you are working on None atm ### Describe the problem or limitation you are having in your project PS: This is more a tracker than a proposal (its already being implemented). The reason for this proposal is because: * Clarify for people out there how GDPP will work * Find people willing to help on the project GDScript is a very pratical language, but for some things like use of external libraries or intesive operations it can be a problem. **IMPORTANT** My intention is not to ignore/hate/kill the GDScript from Godot, but instead empower the language so we can have the best of both worlds. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation What if we can use gdscript with the performance and built-in types from c++ this way we can mix toguether the good and the best! The idea came from the cumbersome process of using GDNative, where the end-user needs a lot of knowledge of building projects and also attach them to the project! Yes I know, Godot 4.0 will not have it anymore, but instead will have GDExtension which I dont know nothing about yet! (if someone could explain in the comments would be nice) But keep in mind that: * GDPP will be Godot4+ it will not be available for 3.x and older ones! * GDPP will be a standalone tool (a full featured IDE specialized in GDExtension) ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams * GDPP or "GDScript++" is a prog

Posted by nonunknown on Jul 31, 2021, 8:03 PM

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Implement a transpiler for GDScript to C++

nonunknownJul 31, 2021, 8:03 PM

### Describe the project you are working on None atm ### Describe the problem or limitation you are having in your project PS: This is more a tracker than a proposal (its already being implemented). The reason for this proposal is because: * Clarify for people out there how GDPP will work * Find people willing to help on the project GDScript is a very pratical language, but for some things like use of external libraries or intesive operations it can be a problem. **IMPORTANT** My intention is not to ignore/hate/kill the GDScript from Godot, but instead empower the language so we can have the best of both worlds. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation What if we can use gdscript with the performance and built-in types from c++ this way we can mix toguether the good and the best! The idea came from the cumbersome process of using GDNative, where the end-user needs a lot of knowledge of building projects and also attach them to the project! Yes I know, Godot 4.0 will not have it anymore, but instead will have GDExtension which I dont know nothing about yet! (if someone could explain in the comments would be nice) But keep in mind that: * GDPP will be Godot4+ it will not be available for 3.x and older ones! * GDPP will be a standalone tool (a full featured IDE specialized in GDExtension) ### Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams * GDPP or "GDScript++" is a prog

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