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The Future of C# in Godot – GameFromScratch.com
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What I don't like about C# has nothing to do with the language itself, which is pretty good. Is the fact that is made by Microsoft and their tooling SUCKS. I'm having to build .NET projects at work and the dotnet CLI is pure garbage. I wish we had something better instead of using C# but the gamedev industry is pretty invested on it.
Hi. I am not a game dev, but a c# one. What is it that frustrates you about the dotnet CLI?
Edit: I use C# for work, not a Microsoft employee who works on c# dev lol
Documentation is the worst offender. I remember one time that running
dotnet restore
and later running another command with--no-restore
flag wouldn't work, but running the last command without the--no-restore
flag would. Creating a sane CI/CD pipeline for C# apps is a PITA.I've never had an issue with the dotnet CLI, including the commands you're talking about. Their documentation is a bit scattered at times but for the most part they have examples on everything and walk through most scenarios.
I'm not a Microsoft employee either, just a c# dev of 10 years.
I do a lot of work with c# CI/CD and doing what you said absolutely does work.
Most of my scripts are
It works, until it doesn't
Like everything. They likely got their configurations wrong.
Also, the dependency management, idk why but I can just shit each time I'm confronted with different .NET versions.
This is the major problem with c#. Godot project should target support of .net and mono runtime and THAT'S IT. If you want C# to run on iOS, Microsoft and Apple have to fix it. Let's not spend 1 billion dollars a year making sure whatever random iOS runtime is supported like unity did. That is the root cause of why they would like to charge I stall fees in the first place.
.net (formally .net core) runs on all major OSs.
Mono and .net framework are super out of date and shouldn't be used anymore.
Well whatever - going down the proprietary imementation route for c# the way unity did is a no go for Godot imo.