Trying out GDNative
I’ve been watching and toying a little bit with the Godot game engine for some time now, and it impressed me in several ways. One thing I missed, however, was a satisfying way to write more efficient code in those ever rarer situations in which GDScript1 couldn’t give the speed I wanted. I could write a module in C++, but this involved recompiling the whole engine and, well, programming in C++.
Now, with the upcoming Godot 3.0 (currently in alpha), a much nicer alternative has been introduced: GDNative. I tested it and it mostly worked. Here’s a summary of my experience.