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It's better to have a code library such as a .dll file for the interface to a Chess engine and connect to it with GDNative.
Golang bindings are available but the available code is no longer support…
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Hello:
I Have been tring to follow the GDNative C++ Example but i ran into some issues.
when runing command:
> scons platform=windows headers=../godot_headers generate_bindings=yes
i get thi…
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When I try the plugin compile `scons platform=windows generate_bindings=yes x64=yes` into gdnative_cpp_example of the [GDNative Tutorial](https://docs.godotengine.org/es/stable/tutorials/scripting/gdn…
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### Godot version
v4.0.alpha.custom_build.0c5f25495
### System information
Ubuntu 22.04 Vulkan
### Issue description
I'm writing a set of GDExtension/GDNative Go bindings and attempting…
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### Godot version
3.4
### System information
Windows 10
### Issue description
I am going through the [GDNative C++ example](https://docs.godotengine.org/en/stable/tutorials/scripting/gd…
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Thanks to @karroffel on Discord for initial direction.
1. Start by compiling a dynamic library that has a `godot_gdnative_init()` function that takes a pointer. What kind of pointer doesn't matter …
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### Describe the project you are working on
A G.O.A.P Implementation for Godotengine via GDExtension
### Describe the problem or limitation you are having in your project
Me and a lot of user…
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In Godot, `Vector2.ZERO.normalized()` returns `Vector2.ZERO` but the [Rust equivalent uses `glam`](https://github.com/Shou/godot-rust/blob/master/gdnative-core/src/core_types/vector2.rs#L222) whic…
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I have a simple project with a CSGMesh and a few other nodes. The CSGMesh has a Python script, which generates a small ArrayMesh. I wanted to try exporting the scene as a packed scene once the mesh wa…
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Hi,
I exported my Godot project to iOS, got an Xcode project, copied it to my Mac, and double clicked the xcodeproj file, it opened in xcode, I selected a team, cleaned selected destination > generic…