Godot C# GDExtension Roadmap Discussion
**NOTE**: This proposal aims to be a public technical discussion regarding the future of C# in Godot. The idea is to get help from the community to reach implementation direction consensus. ### Describe the project you are working on Godot C# Bindings ### Describe the problem or limitation you are having in your project The current implementatio of C# in Godot is done on top of the script layer directly and in C++ using the .NET hosting API. This is due to how Godot worked in version 3. It currently has the following problems: * Large amounts of C++ are required to glue Godot to the C# runtime, this makes it **difficult to maintain** and redundant with the new extension system in Godot 4. It is a lot of C++ code that supplies the same function as GDExtension. * Many of the APIs exposed to C# currently are lagging behind what GDExtension provides, preventing many optimizations. * It makes it harder to have a single version of Godot, because the large amount of glue code encourages users to switch it off when not needed to save space. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The proposed solution is to move C# support to the new extension system in Godot 4.0. This will give C# in Godot effective first class support at the same level C++ has, bringing the following features: * The entirety of the C# glue layer (currently done via C++ .net hosting API) **will be majorly replaced by GDExtension**, using the extension in
Posted by reduz on Sep 27, 2023, 5:37 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.2,000 issues0 comments
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This is the biggest problem with contracts, there's simply no way to actually say "please always execute this check".
I don't disagree with you on this, I worked my whole life in corporate and haven't worked as a OSS maintainer before, though I will _and ...
the new VSCode UI, looks cute, i don't like it.
I've been working on my own private harness for the past 8 months, and I've been collecting ideas from such repos I've stumbled upon.
The way AI is able to interact with outside resources is pretty impressive, but the quality of code it produces to me is still questionab...
Add PR-style review comments in Git Diff UI that feed into the active agent thread
Thanks for indulging me so far, by the way, I really appreciate this discussion, it's very stimulating.
Migrate GDScript to the GDExtension mechanism and overhaul the implementation
Godot C# GDExtension Roadmap Discussion
**NOTE**: This proposal aims to be a public technical discussion regarding the future of C# in Godot. The idea is to get help from the community to reach implementation direction consensus. ### Describe the project you are working on Godot C# Bindings ### Describe the problem or limitation you are having in your project The current implementatio of C# in Godot is done on top of the script layer directly and in C++ using the .NET hosting API. This is due to how Godot worked in version 3. It currently has the following problems: * Large amounts of C++ are required to glue Godot to the C# runtime, this makes it **difficult to maintain** and redundant with the new extension system in Godot 4. It is a lot of C++ code that supplies the same function as GDExtension. * Many of the APIs exposed to C# currently are lagging behind what GDExtension provides, preventing many optimizations. * It makes it harder to have a single version of Godot, because the large amount of glue code encourages users to switch it off when not needed to save space. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The proposed solution is to move C# support to the new extension system in Godot 4.0. This will give C# in Godot effective first class support at the same level C++ has, bringing the following features: * The entirety of the C# glue layer (currently done via C++ .net hosting API) **will be majorly replaced by GDExtension**, using the extension in
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