Closed Raj2032 closed 6 years ago
Seriously, you could gather a bit more information before asking these things. Godot's built-in editor is only for GDScript. C# is meant to be used with an external editor, just like C++.
There are great IDEs around for editing C++ or C# , which are complex languages and require large teams to develop tools for.
Yeah and I am trying to suggest to allow Godot's built in IDE to support C++ and C#
On Fri, Dec 22, 2017 at 12:04 AM, Juan Linietsky notifications@github.com wrote:
Seriously, you could gather a bit more information before asking these things. Godot's built-in editor is only for GDScript. C# is meant to be used with an external editor, just like C++.
There are great IDEs around for editing C++ or C# , which are complex languages and require large teams to develop tools for.
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Why? It's a huge and enormous amount of work to make a C++ IDE, you need a large team for this and it would never be better than existing IDEs. There is no chance for this to ever happen..
Well, it should be enough to make a c++ PluginScript
to enable c++ editing in the script editor.
And would there be such a plugin that users can install as this would make it more convenient?
On Fri, Dec 22, 2017 at 2:31 AM, Andreas Haas notifications@github.com wrote:
Well, it should be enough to make a c++ PluginScript to enable c++ editing in the script editor.
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And would there be such a plugin that users can install as this would make it more convenient?
It would only provide syntax highlighting and not much else, so you would still be better off using a C++ IDE.
Sure for code editing, using a dedicated c++ ide would still be prefered.
But a pluginscript would provide a bit more than just highlighting, for example handling compilation, adding cpp files, not needing to fiddle around with GDNativeLibrary's/NativeScripts, etc... So if someone were to make such a plugin, I'd be super grateful :)
Why not make a pluginscript that makes the Godot's IDE very well supported for C++, as Andreas has suggested?
On Fri, Dec 22, 2017 at 6:52 PM, Andreas Haas notifications@github.com wrote:
Sure for code editing, using a dedicated c++ ide would still be prefered.
But a pluginscript would provide a bit more than just highlighting, for example handling compilation, adding cpp files, not needing to fiddle around with GDNativeLibrary's/NativeScripts, etc... So if someone were to make such a plugin, I'd be super grateful :)
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Why not...
It takes time to do stuff, it's not a matter of flipping a switch. Sure, some contributor can take this and decide to make something, but we can't force people to do that. And it's not a priority, so even if it goes to the official roadmap, it might take a while to be available.
As @reduz usually says (quoting Gandhi): "Be the change you want to see in the world."
Why do users have to use an External IDE in order to use C++
If Godot's IDE supports C#, why can't it support C++ as well?