Will Defold support an official alternative language like Godot does?

Well, to use C#, we still need to link against the C# runtime libraries. And while I don’t have an exact number on how much they’ll “weigh in”, on macOS, they’re ca 4mb (but the result may be smaller than that, as their macOS builds have a bug).
Real question is how their size will fare on HTML5.

I don’t think so. Our engine works a certain way, and that won’t change. If they do have ideas to improve things, sure, we’ll consider it, just as we do from all newcomers that have experience/workflows from elsewhere. But still, we’ll keep our own look and feel to the engine.

I think extra languages is a bit necessary, as we’ve seen studios pass on Defold due to lack of full C++ support, or C# support. If we can get a bit closer to their target, with minimal effort, then I think it’s worth a try. The goal is to attract more developers to our engine.

We’ll support a few languages. C/C++ will always be the core language, and C# is merely there for studios that have large codebases that migrate to our engine.

Keyword here is minimal effort. We will only really maintain our C/C++ sdk. The rest of the languages are bindings generated from the sdk. Otherwise the burden would escalate too quickly.

I hope this helps dampen any worries you might have that we’ll stray too far from our vision.

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