From f3a1258cb8457f5b67debd92e0441615e1a0ad96 Mon Sep 17 00:00:00 2001 From: willnationsdev Date: Sat, 5 Sep 2020 02:13:31 -0500 Subject: [PATCH] Fix spacings. Add Godot-Go. Add Issues for Python/Nim. --- README.md | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 8e15471..f85a700 100644 --- a/README.md +++ b/README.md @@ -36,6 +36,8 @@ The languages provided here can be used for *making scripts through the GDNative These languages are documented and stable. Some people use it in production. + Nim has standard NativeScript features for the moment, but wishes to go beyond that by [improving its user experience](https://github.com/pragmagic/godot-nim/issues/66) to automate repetitive boilerplate tasks. + JavaScript support is a 3rd-party module. Modules add built-in support (like GDScript) but require [compiling it into the engine](https://docs.godotengine.org/en/stable/development/cpp/custom_modules_in_cpp.html). With JavaScript, you also get support for languages that transpile to JavaScript, e.g. TypeScript or CoffeeScript. @@ -54,10 +56,14 @@ The languages provided here can be used for *making scripts through the GDNative ## 🥉 Has Potential 1. **[Python](https://github.com/touilleMan/godot-python) 👥🧬🔌** 1. **[Kotlin](https://github.com/utopia-rise/godot-kotlin) 👥🔌** +1. **[Go (godot-go)](https://github.com/godot-go/godot-go/) 👥🔌** + + Python is the language for which PluginScript, the API that provides Godot-editor support, got designed for. It provides editor integration as GDScript does - it's still in beta. Currently, the bottleneck to its stability is its flawed [export system](https://github.com/touilleMan/godot-python/issues/146). - Python is the language for which PluginScript, the API that provides Godot-editor support, got designed for. It provides editor integration as GDScript does - it's still in beta. Kotlin bindings, while declared unready for production use and still in alpha, are being maintained fairly regularly in 2020. + Go bindings from godot-go are a recent project in alpha. There is decent documentation of the build workflow and example scripts. It is actively being developed. + ## 🏅 Okay, I guess? 1. **[C++ *GDNative support*](https://github.com/godotengine/godot-cpp) 💍🔌** @@ -71,15 +77,15 @@ The languages provided here can be used for *making scripts through the GDNative This isn't documented or (probably) stable, but it is still very new. ## Left 4 Dead -1. **[Go](https://github.com/ShadowApex/godot-go) 👥🔌** +1. **[Go (ShadowApex)](https://github.com/ShadowApex/godot-go) 👥🔌** 1. **[Ruby](https://github.com/onyxblade/godot-ruby) 👥🔌** 1. **[Haxe](https://github.com/mrcdk/godot-haxe) 👥🔌** 1. **[AngelScript](https://github.com/Geequlim/AngelScript)👥🔌** 1. **[Zig](https://github.com/outrera/godot-zig)👥🔌** 1. **[Object Pascal](https://github.com/BenediktMagnus/godot-object-pascal)👥🔌** - Go bindings haven't been updated since 2018. - Sadly, not documented and stable enough for production. + Go bindings from ShadowApex haven't been updated since 2018. + Sadly, not documented or stable enough for production. Ruby bindings haven't been updated since 2018. It's an attempted PluginScript system, but it's designed poorly with ~15x performance loss vs. GDScript.