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For my money, I think this is a really good idea. It makes GDExtension even more dogfooded (if that's even a word), and it would let GDScript be potentially decoupled from Godot leading to faster development. A lot of people's biggest issues with Godot is GDScript, so putting GDScript on the same playing field as something like the Rust bindings would go a long way to making that feeling go away. |
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Architecturally, this is also preferable, as this migration reduced the number of binding layers the team needs to maintain, which is also one of the reasons why C# is migrating to GDExtension-based binding. |
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I'm concerned this would add performance overhead for a scripting language. It's not like GDScript is too fast as it is right now. Remember that GDExtension has marshalling overhead that is not present when using GDScript directly (since it's a statically compiled C++ module right now). This is the reason why most GDExtension bindings look pretty fast when they're doing isolated number crunching, but performance plummets to a level similar to GDScript (if not worse) if you don't pay attention to script/extension boundary marshalling. |
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FYI an older similar proposal from us: #7950 |
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Similar to what's happening with C# (https://github.com/raulsntos/godot-dotnet), this has been proposed by @vnen in the past so I'd figure I'd bring it up here
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