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Godot 4 / GDExtension support #9
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Wondering the same thing. Seems so far no Swift plugin kept the momentum 😭 |
Awfully sad if not… SpriteKit is all but abandoned by Apple these days, and it's leaving many of us Swift developers (iOS devs who make games on the side) uneasy. I dipped my toes into Unity, but C# is, frankly, a mess. (And forget about C++ in Unreal. That's overkill regardless; I mostly do 2D games, with a bit of 3D here and there.) Heck, I'll even use GML over those two. So I've been putting up with the quirks of SpriteKit (along with the looming concern of eventual deprecation), and I'll have to continue to do so until any other option that allows Swift comes along. I'd legit switch my projects to Godot immediately if I could use Swift there. |
Although I'd be more than willing to spend time on Swift for Godot 4 with GDExtension, I wouldn't have a clue where to start. I've read through the blog post and this repo multiple times and I'm still having trouble to understand what steps we'd need to implement. Also, I would imagine that the work that has been done so far in this repo + here can prove very useful to anyone going down that route. I'm a Swift developer by trade, so being able to write some libraries in Swift would greatly amplify my productivity. |
Maybe we could fund this to maintain a viable Swift solution for Godot up to date with powerful libraries to ease development and prototyping |
Other commenters may be aware, but this project has a lot of momentum behind it: https://github.com/migueldeicaza/SwiftGodot |
Have you had a chance to look at Godot's new GDExtension API (replacing GDNative in Godot 4)?
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