- Edited
I'm asking for help from this community that I sense as friendly and I see myself as taking part of. Please, lend a hand.
I've been studying Godot for weeks hoping that now I had left Unity behind. The only reason for the switch is C++. But it seems that no matter how I try to put it, I'm always bumping into this problem with Godot: I just can't code in C++.
There are 2 ways to code in C++ in Godot, alright, that everybody mentions: custom modules and GDNative. I've read tutorials on both and I noticed a problem for me personally and TBH I've seen for other users out there, too, but I'm speaking for myself now: You have to write lots of code in both approaches, binding and whatnot, code unrelated to the actual interest: game play. And from what I've read, the workflow is alike for both: you put your code inside a library and then in GDScript you call functions from inside that library. There is such a large gap between these approaches and ideally adding C++ scripts in the editor, that it makes coding in Godot C++ scripts prohibitive due to lack of what Godot strives for most: simplicity.
I'm not an experienced C++ programmer but I know as much as to code game logic and I want to use it and when I heard about Godot supporting C++ and I stepped from Unity to Godot, I expected to have the flow I had in Unity or at least the C++ flow offered by Unreal which BTW blends C++ with the editor seamlessly. The reason I haven't settled for Unreal was the over-complexity of the architecture. Unity was out of the question.
So I'm asking you is coding C++ going to be as straightforward not as with GDScript but at least as it is in Unreal? In the near future I mean. Can a module be made to allow this? Is this feasible? Does it require funding?
I want to stick with Godot but C++ is a strong reason to not let me, especially now that I found an open project that allows you to use C++ scripts in Unity (almost) as simply as C# scripts.