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(3 edits)

To run this toolkit in Godot versions without C# support, it would need to be ported to GDExtension (C++)

Since this toolkit is built from scratch and took a lot of debugging to fit with Godot, I chose C# for the prototype. Interpreted languages like GDScript will struggle with frame rates during heavy physics calculations, but writing in raw C++ would have made debugging and prototyping much slower. C# gave me a great balance between development speed and performance.

While porting to GDExtension is the more ideal long-term direction, I plan to focus on finalizing and stabilizing the current C# framework before attempting that migration.