start with this:
- What is GDExtension?
- odin-godot by dresswithpockets
For me personally, if I’m using Godot, then I use GDscript. If I use Odin, I write my own stuff and/or use a framework. To me it’s just two different use cases and combining Odin and Godot is just a way to lessen the strengths of both technologies while gaining relatively little.
I understand that in some performance critical cases you’d want to use a low level language with Godot, but I think you should probably do that quite rarely or just switch engines. Godot is a monolithic one-stop-shop and if I think that I’d rather have a modular framework in more than a few minor places, then I would choose a different technology (same goes for Unreal/Unity).
Currently working on trying to get this running. About 80% there I’d say
Looks pretty good so far though, would much prefer to use Odin over Rust in my Godot game!
There is also GitHub - ross-a/godot-odin: Odin bindings for the Godot script API but it hasn’t been active for 2 years.
I haven’t tried odin-godot but I do have a interest in it.
The reason I won’t use it yet is that I would prefer to get a working prototype of my game to keep me motivated to work on my project.
If I want to use godot-odin I would like to know more about it’s inner workings.
A concern I have is that the project might gets abandoned at some point. And at this point I really like to use the latest godot versions since I work alone and I really do like some of the things each new godot version implements.
Sure you can always fork the project but this also requires understanding of how it works, which takes time.
@oddwally Did you get it running?
I actually have my eyes on LibGodot now. It will allow to compile Godot Engine as either static or shared library.
Eventually it will mean I can use godot for my project and I will just use whatever is required to get the graphics going. And since it will be in the main branch of godot I won’t have to worry about someone not maintaining it anymore.