Godot Engine

Godot Engine

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Using C++ to build complete Games in Godot!
By ProggerParrot
A game in GODOT with C ++ / Cpp? In this guide you will learn more about the possibilities, as well as advantages and disadvantages of the respective methods. You will also learn everything you need, to get started with Godot Engine and C++ development. The guide contains 7 short videos and also some example code. The Code is free and available on GitHub to download! :)
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Small overview of the most common ways
Since Godot was mostly written in C ++, and the source code is available, both for downloading and modifying, there are also many ways to integrate your actually gameplaycode into the Godot Engine.

In the following video I explain the common variants and their advantages and disadvantages.

Get the C++ Godot-Bindings for a smooth IDE-Workflow
First of all there is some setup-work which is need to be done.
Those Godot Bindings are needed that you get comfy-features like auto-suggestion, and live debugging in your IDE.

The big advantage of this Workflow is that you are super flexible, and you can work with the IDE you like most! :D

First Method: DLL's which contains the Gameplaycode
This Method is very good for the business-logic and your daily gameplaycode. Since you can structure a game with several dynamic libraries(dll), you are really flexible. And you dont need to rebuild the entire engine.

Everything gets integrated inEngine with the GDNative feature

Second method: Custom Modules directly in the Engine
This Method is very good for single high-performance components like AI, Pathfinding, search/- and sorting algorithm. Here you can build your own Godot Nodes and References. This is really powerful because it is a clean way to hide complex structures. But you also have to rebuild the Engine after changes.

When finished with building, everything will look like Native-Godot features. A useful workflow especially for larger teams :)


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8 Comments
Gonger02 May 19 @ 9:20am 
cursor the problem is;
the priblem;
the;
prioblem;
bproblel;
Curs0r Jan 5 @ 9:22am 
It's weird seeing someone call c++ a high-skill language. I've been doing it so long everything else seems oversimplified. All I had to do was stay me and the weakness of others from social erosion has transformed that into superhuman status. :cybereye:
004X Aug 10, 2021 @ 10:42pm 
Nice
разъёбыватель Jul 21, 2021 @ 8:01am 
Soo, and why ?
Bonkaholic Jul 4, 2021 @ 7:24pm 
ok
Slayer Jan 14, 2021 @ 1:14am 
When Parrot knew high skill language c++ and i cant learn easy c sharp :steamsalty:
TrueSgt Monkey Aug 15, 2020 @ 6:35pm 
@bestdani
I would say to use modules. Once you get everything set up (which I must say was a bit confusing and took me a day), working with modules is actually really convenient. Scons (the tool that builds Godot cpp files and compiles them) is fairly intelligent and only compiles changed files in the project. This means that you can easily test stuff out if it is working. You can also change any file in Godot this way and build it with SCons, so, if you do not like the way a particular cpp file or header file is implemented within the Godot engine, you can change any of them or even add some additional functionality to them.
bestdani Feb 20, 2020 @ 11:59pm 
Sounds interesting, having started to investigate what Godot is capable of and although I like GDScript so far for small things, I will definitely put this on my watchlist since I also have some C++ background.