@@ -22,12 +22,6 @@ and :ref:`C++ modules <doc_custom_modules_in_cpp>` to run C or C++ code in a God
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They also both allow you to integrate third-party libraries into Godot. The one
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you should choose depends on your needs.
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- .. warning ::
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-
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- godot-cpp is currently *experimental *, which means that we may
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- break compatibility in order to fix major bugs or include critical features.
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-
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-
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Advantages of godot-cpp
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -71,18 +65,16 @@ godot-cpp (or another GDExtension system) isn't enough:
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Version compatibility
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---------------------
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- Usually, GDExtensions targeting an earlier version of Godot will work in later
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+ GDExtensions targeting an earlier version of Godot should work in later
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minor versions, but not vice-versa. For example, a GDExtension targeting Godot 4.2
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should work just fine in Godot 4.3, but one targeting Godot 4.3 won't work in Godot 4.2.
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For this reason, when creating GDExtensions, you may want to target the lowest version of
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Godot that has the features you need, *not * the most recent version of Godot. This can
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save you from needing to create multiple builds for different versions of Godot.
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- However, GDExtension is currently *experimental *, which means that we may
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- break compatibility in order to fix major bugs or include critical features.
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- For example, GDExtensions created for Godot 4.0 aren't compatible with Godot
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- 4.1 (see :ref: `updating_your_gdextension_for_godot_4_1 `).
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+ There is one exception to this: extensions targeting Godot 4.0 will **not ** work with
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+ Godot 4.1 and later (see :ref: `updating_your_gdextension_for_godot_4_1 `).
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GDExtensions are also only compatible with engine builds that use the same
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level of floating-point precision the extension was compiled for. This means
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