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@PadraigOCinneide@mastodon.social

Post #1268434

2026-04-11 16:33 UTC

@Cykelero Ha, I’m still figuring most of that out. At the moment it means I can write code in the more expressive syntax, with enums, guards, complex switch statements, extensions. I still have to figure out collections, and don’t know how far I’ll go with protocols and generics. I won’t touch concurrency. I’ll rewrite one of my games with it and see if it’s actually useful or too much goofing around.

Replies (2)

  • @Cykelero I’m only avoiding SwiftGodot until the wasm story is figured out for web exports. My path to making commercial games passes through many game jams and they need web versions. It’s been inching closer and might be less than a year out. If you wanted to make Mac or iOS games in swift I think SwiftGodot the right thing and we’re lucky to have it. (❤️ @Migueldeicaza)

    Open ##1268435

  • @Cykelero@mas.to 2026-04-11 18:29

    @PadraigOCinneide That’s really cool! Wherever you end up, the idea of a lighter alternative to SwiftGodot is nice. The escape hatch of being able to keep the transpile GDScript code feels comfortable, too.

    Open ##1268437