Why is it so difficult to just to set up the ability to use C++ In Godot 3.0? Users are able to just create a GDScript with ease but for some reason if a user wants to use C++ they have to do a whole lot just to get it to work, I wish that everything just comes straight out of the box
However, I do not think everything is exposed via nativescript so it will not be a replacement.
To answer your first question, gdnative was created because C++ modules requires you compile the whole engine. If you used gdnative, all c++ needs to do is compile the bindings only.
hungrymonkey | 2017-12-20 07:21
So if you used NativeScript, you can’t use all the Godot’s APIs, am I correct? Are you 100% certain about this?
Is Godot eventually allow NativeScript to support everything and be a replace to GDScript?
When I created NativeScript and attached it to an object, and when I went to the Script mode, I got this error, can you please check it out and tell me what it means please? Thanks
Joe0239 | 2017-12-20 07:39
GDNative gives you access to the API used by GDScript.
The gdns file is just a kind of link, without this Godot can’t find your scripts. You must code into your favorite IDE and compile using the build script provided by the binding.