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Fix spacings. Add Godot-Go. Add Issues for Python/Nim. #12

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14 changes: 10 additions & 4 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand All @@ -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) 💍🔌**

Expand All @@ -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.
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