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Using any C++ library in Godot

czoido · 167 points · 66 comments · ieri · Open original

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voodooEntityieri

Was playing arround recently building an RTS with godot until i just hit the ceilling of what i could handle with gdscript performance wise. Than started to move alot of heavy logic to c++ simulation : tedious indeed but the results speak for themself. Basically allows me to use godot for things like menus dialogues and similar stuff while running the true heavy work in a c++ simulation.

valorzardieri

If you know rust, the Godot rust bindings for GDExtension are also really good and let you use any Rust library in Godot (including tokio and async rust if you really want) https://godot-rust.github.io/

fwsgonzoieri

Just don't forget the versioning script needed on at least Linux. It's either that or build with the same older distro Godot uses, so you have a matching libstdc++ version. You can link with a newer stdlibc++ but you will need a linker versioning script that hides your impl from the dynamic linker so you don't get random ghosts in your machine.

MeteorMarcieri

So, what profiling support is available to find the critical parts of your GDscript or C# code. Before needlessly jumping into c++ hassle for performance reasons? Tfa addresses functional reasons, which is ok.

srikz16 ore fa

Is Godot (or something else,say, Bevy) the right tool for building a complex, data intensive GUI app (like a DAW)? I tried dear imgui for this before but I felt it was very low level and had to build a lot of systems (not it's intended use as a GUI app framework, tbf)