4/9/2026 at 3:56:26 PM
As a primarily C# developer who has done some game engine work, I recently gave Godot a go for licensing reasons. Apart from some quirkiness I'm fairly impressed. Much nicer C# support compared to Unity. I've done a fair bit of Unreal C++ but to be honest unless you really need the performance that's just too much hard work.Having said that getting the code working properly with a nice 3D UI is my priority, not having a slick game with some code doing some mundane stuff in the background.
by Fred27
4/9/2026 at 4:07:37 PM
I can't comment on Godot or Unity which both use primarily C#.Unreal engine which uses C++ primarily, has the problem that it's a humongous mostly legacy code macro heavy system .
If anything being proficient in C++ before you start is harmful because of the puckering of orifices when you hear about it's mostly quirky powerful macros all the way down.
by rustyhancock
4/10/2026 at 7:32:37 AM
Godot uses C++, and even though there is a C# version, most folks either use GDScript, or GDextension with C++, Rust.by pjmlp
4/9/2026 at 5:10:08 PM
Never worked with it myself but I've always heard the people who do describe it as Unreal c++ because to them it's completely different than regular c++ and this must be one of the reasons whyby AppleBananaPie
4/10/2026 at 1:11:48 AM
That's pretty much correct. I kind of have to switch to "unreal c++" context whenever I'm working in it. They have their own standard library etcby PacificSpecific
4/9/2026 at 5:33:28 PM
I agree. I came to Unreal with only a basic level of C++. Having Unreal handle memory management for you was useful, but I can imagine the chaos an Unreal-only C++ developer might cause when unleashed on another C++ codebase.by Fred27
4/9/2026 at 5:54:33 PM
I don't want to design anything in any UI.I want to use a game engine as a library.
I'm curious, as a primarily C# developer, how do you feel about Godot, in this respect?
by MattCruikshank
4/9/2026 at 7:48:02 PM
It's 100% completely usable for that purpose. To the point where I'm internally using Godot as a backend for my engine, using it for rendering/system events.It's also really good for a hybrid setup where you use their editor to design scenes, and then you can load/instantiate the scenes at runtime how/when you want. Or, just programmatically creates scenes yourself from code. You can really do whatever you want.
by thegrim33
4/9/2026 at 8:17:14 PM
You can do everything from C#, rider launches the player only for debugging if you want. The only thing you probably do want to use the UI for is for... building UIs.by mzhaase
4/9/2026 at 6:21:32 PM
> I don't want to design anything in any UI.I had the same need and found Raylib_cs suit very well for that
by enbugger