I needed a way to embed Godot in .NET applications, and ended up facilitating HTML5 export for C# games, too, which really reinvigorated my passion for Godot in game jams. And for boring work, I needed parallel unit testing (across multiple ALCs).
But what is it…? I call it a C# front-end for the Godot engine, but really…
2dog is still Godot
All the Godot goodness still works, including programming with GodotSharp (their official C# SDK) and the 4.7 official editor, which was important to me for stability and trust (also, easier to swap out or extend).
The nuget packages are free and libre open source under the MIT license. 2dog uses libgodot and creates a choice of small .NET “host” applications that you can tailor to your needs - HTML5 browser export, embedding in WinForms, xUnit testing, etc.
Still hot off the press, always happy about visitors to the ⤜outfox⤏ discord or issues on our GitHub.



Yay, that’s awesome!
I needed to do a
dotnet dnx 2dogagain after your commands to regenerate the build assets but after that the build worked fine, thanks!To cheer you up: The performance of the regular Godot web version is not all that great either for 3D stuff. It loaded quite quickly on my PC. Throws an error on level load but still works, might just be the shady level loading we did under time pressure.
Glad you liked it! We put a lot of work into this one. :)
Shame I didn’t see 2dog during the jam but for next time we are equipped to finally ship a web version. Thanks!
Just try it, in the worst case you have to
git reset --hardandgit clean -dxn/-dxfanddnx 2dog addagain, but I think thedotnet restore --forceshould do it! There’s only changes to the native library and the glue code.I plan to use 2dog a lot in future jams… it wasn’t quite stable enough for GMTK jam, though, so… something to look forward to in upcoming jams.