godot-fsharp-tools VS godot-lang-support

Compare godot-fsharp-tools vs godot-lang-support and see what are their differences.

godot-fsharp-tools

A Godot Engine plugin to simplify using F# through the C# Mono language. (by willnationsdev)

godot-lang-support

A community-maintained list of Language Support Projects for Godot Engine. (by Vivraan)
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godot-fsharp-tools godot-lang-support
5 24
74 304
- -
0.0 3.2
over 1 year ago 7 months ago
GDScript
MIT License Creative Commons Attribution 4.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

godot-fsharp-tools

Posts with mentions or reviews of godot-fsharp-tools. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-07-09.
  • Error trying to install Fsharp tools
    1 project | /r/godot | 10 Apr 2023
    Hello guys I am new in Godot and I am trying to install this plugin FsharpTools, but i am getting these errors:
  • Godot appreciation post
    3 projects | /r/godot | 9 Jul 2021
    For what it's worth, Godot can do the same: there's a Godot version of Arcadia for using Clojure, and Godot F# tools takes some of the tedium out of using F#, though you have to make a small tweak to the .fsproj file it generates because the Mono assemblies moved. It works via a cheesy little hack: you make a C# script in Godot that's just an empty class that does nothing else but inherit from an F# class, and the F# project builds at the same time by adding it as a dependency of the Godot-generated .csproj file. Godot doesn't know anything weird is going on and it just kind of works :)
  • Easiest lib to use for gui
    3 projects | /r/ocaml | 28 Mar 2021
    For something OCaml-like but more approachable, it'd probably make more sense to try using the Godot game engine with F#. You can build the GUI itself visually, the godot-fsharp-tools plugin lets you piggyback on the C# support to write code in F#, and it's pretty easy to build for different platforms. The learning curve of figuring out how things work and translating it to F# is a bit steep, but can be mitigated by starting with the built-in GDscript and working in F# code where it makes sense as comfort and familiarity increases.
  • What do you NOT like about Godot?
    22 projects | /r/godot | 9 Mar 2021
    I looked at it before, but I'm generally more interested in languages like OCaml, F#, and Clojure (I tend to think and code in a more FP style so they suit me better) so I ended up using this plugin. I should probably give Nim another look since it has some features I like; I just really like the more advanced OCaml and F# type systems, making Nim seem like a step backward in that regard so I never gave it much consideration.
  • Godot Engine on a Raspberry Pi 4 in action!
    2 projects | /r/godot | 28 Jan 2021
    I haven't messed with it much lately but I was working from a combination of Godot F# tools and this 3-part blog post, plus a bit of trial-and-error. I don't have any good examples, I was doing a few tests to feel through how C# examples in the Godot documentation translated to F# and some random not-Godot-specific F# code setting up some data structures and logic. I'm more familiar with OCaml so I was basically trying to feel out F#/OCaml differences while figuring out F#/Godot integration, rather than make anything coherent enough to use as an example.

godot-lang-support

Posts with mentions or reviews of godot-lang-support. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-05.
  • Porting to Godot for 3D
    1 project | /r/godot | 10 Dec 2023
  • Another two cents about the current situation with the Scala user base and economics.
    4 projects | /r/scala | 5 May 2023
    Another potential example would be a better C#, but unfortunately I'm not familiar enough with it to evaluate what can be improved. While I don't think Scala as any chance of replacing C# in Unity, in the indie space Unity has been losing some market share to Godot, which has bindings for multiple languages. A "better C#" could become the next indie gamedev language. Who knows, maybe this could be a interesting use case for Scala (or even Scala Native).
  • [FREE] Looking For Dev Team For Indie Startup
    2 projects | /r/INAT | 12 Jan 2023
    I was thinking as in releasing your game under an open source license and putting code on like github or Codeberg for people to use/contribute to. You could use Godot https://godotengine.org/ Many different languages you can use https://github.com/Vivraan/godot-lang-support
  • Learning Programming For The First Time! Any Tips?
    2 projects | /r/learnprogramming | 5 Jan 2023
    It depends on what you are looking to do. Find what you want to do/make, chose a language that you like and gets you where you want to go and stick with it, learn it, make projects, many small projects to help you grow. Check out this for games https://godotengine.org/ https://github.com/Vivraan/godot-lang-support Some languages are harder to master than others. I went the route of C++ because it is what I wanted to learn, got me where I want to go, and I didn't like the higher-levels ones so I was good with a longer road, but everyone is different, chose what works best for you. Also you should look at the FAQ
  • I want to learn game development with programming:
    2 projects | /r/gamedev | 26 Dec 2022
    You could try Godot. https://github.com/Vivraan/godot-lang-support Godot has it's own language gdscript, which is python like. You can use other languages as well. Really the most important thing is to chose something, stick to it, learn it, play with it, build new things with it, do it all in incremental ways, move by tiles not by miles, and continue to grow. Have fun, keep focus and keep working on it, get plenty of practice, it will help.
  • Dev snapshot: Godot 4.0 beta 9
    1 project | news.ycombinator.com | 19 Dec 2022
    No: https://github.com/Vivraan/godot-lang-support

    GDScript is the most tightly integrated into the Godot editor, but there are tonnes of language bindings that work just as well and call into the C++ API just the same. C# is officially supported and they just ported it in Godot 4 to use .NET 6 instead of Mono. I've also used the Typescript/Javascript module from a 3rd party in the past and it surprised me how good the dev experience was.

  • Alternative Scripting Languages?
    2 projects | /r/godot | 8 Dec 2022
    Here is a list of language bindings and their operational status https://github.com/Vivraan/godot-lang-support
  • Unity is laying off hundreds of employees
    5 projects | news.ycombinator.com | 30 Jun 2022
    The languages listed as "production ready" here[0] are Javascript, Lua, Nim, Rust and Typescript.

    Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast.

    There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time.

    [0]https://github.com/Vivraan/godot-lang-support

    [1]https://github.com/touilleMan/godot-python

  • Python to be ~40% faster. Can Python's new tricks benefit GDScript?
    2 projects | /r/godot | 8 Jun 2022
    That's odd specifically w/relation to Godot (especially as it's listed among production-ready bindings for 3.X), I know I feel like I've mentioned it too often whenever it seems actually relevant.
  • What is the best way to contribute to Linux gaming as a developer? Anyone here a contributor to any of the Linux gaming projects out there?
    2 projects | /r/linux_gaming | 25 Apr 2022
    For Godot and languages another potential point to help is with 4.0a and GDextension bindings, GDextension is the replacement for GDnative. Particularly 3.X allows using community-made bindings to use desired languages, but being 4.0 has the new system that means all of the existing bindings need to be updated/replaced.

What are some alternatives?

When comparing godot-fsharp-tools and godot-lang-support you can also consider the following projects:

godot-ideas - Freely share and discuss ideas for Godot Engine core, module and plugin development

SmartShape2D - A 2D Terrain Tool for Godot

ArcadiaGodot

Godot - Godot Engine – Multi-platform 2D and 3D game engine

Unofficial-Godot-Engine-Raspberry-Pi - Unofficial Godot Engine binaries for the Raspberry Pi.

godot-proposals - Godot Improvement Proposals (GIPs)

upbge - UPBGE, the best integrated game engine in Blender

Arcadia - Clojure in Unity

godot-kotlin-native - Kotlin bindings for Godot Engine

Nim - Nim is a statically typed compiled systems programming language. It combines successful concepts from mature languages like Python, Ada and Modula. Its design focuses on efficiency, expressiveness, and elegance (in that order of priority).

gdnim - godot-nim based bootstrapping framework supporting hot reloading