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During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:

  • Godot C# support is inefficient
  • Godot API and binding system is designed around GDScript
  • Godot is not production ready

In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot

@fajarvm
fajarvm / DefaultKeyBinding.dict
Created July 26, 2024 22:53 — forked from trusktr/DefaultKeyBinding.dict
My DefaultKeyBinding.dict for Mac OS X
/* ~/Library/KeyBindings/DefaultKeyBinding.Dict
This file remaps the key bindings of a single user on Mac OS X 10.5 to more
closely match default behavior on Windows systems. This makes the Command key
behave like Windows Control key. To use Control instead of Command, either swap
Control and Command in Apple->System Preferences->Keyboard->Modifier Keys...
or replace @ with ^ in this file.
Here is a rough cheatsheet for syntax.
Key Modifiers