Debug Engine Extensions

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:bust_in_silhouette: Asked By Andreas
:warning: Old Version Published before Godot 3 was released.

Hi,

I’m currently evaluating different Engines/Frameworks for a project.
It is not a game itself, it is a client that allows browsing and playing different games.

The feature page says “Friendly C++ API to optimize parts of the game or extend any part of the engine.”

I have a few Questions:
Does this mean I can write C++ code the Extend functionality? e.g.: Just create the UI in the editor with scripting and do the client logic in C++
Are these Extensions included in the mentioned debugging features? e.g.: is it possible to step from script part into the extension part or do they have to be debugged separated?

Thanks in advance.

:bust_in_silhouette: Reply From: Zylann

Script can be debugged from the editor, and C++ has to be debugged with a C++ debugger. So in a sense, you can’t step in script and then step in C++ using the same tool (unless you use prints), but you can debug both for sure.

It’s perfectly possible to extend the engine in C++ and do other parts in script, both have access to the same classes. Using C++ in Godot is basically modifying the engine itself: you get the sources, add whatever you want (usually in separate folders we call “modules”), then compile the engine into one executable.

Extending the engine is described here: http://docs.godotengine.org/en/latest/reference/_advanced.html