Comment by roflcopter69

6 hours ago

I myself don't have much of a dotnet gamedev stack going on unfortunately. Although I've been dabbling with MonoGame and have been enjoying it so far. MonoGame matured quite a bit since I previously used it which was more than 5 years ago!

Unity indeed is still using Mono instead of CoreCLR and is kinda stuck in that sense. But to be fair, they are trying to migrate to CoreCLR which will let them profit from all the crazy optimizations that Microsoft has poured into the runtime and ecosystem.

Godot is kind of a hate love for me when it comes to C#. Godot gives me the most hope that there can be a free, community-driven but powerful game engine and it having C# support built-in seems great at first glance until you realize that GDScript, which is veeeeery dynamic language, pretty much nullifies a lot of the advantages you'd get from using C# because you find yourself doing weird type system stuff that GDScript imposes on all the other languages. The best you can do is doing as much as possible in C# and use Godot as kind of a input and rendering abstraction layer. But then you're missing out on a lot of the functionality that Godot offers which should raise the question why use a game engine in the first place. It's difficult, at least for me. Others might have figured it out much better.