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Hello. I'm back again, this time with a non-duplicate issue. I now know how to check the closed issues before submitting my own (lol).
I'm not aware of any kind of special procedure for exporting w…
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### Description
Raimodula, v1.1.4.0 (70207), Linux x64, GOG, Engine: Godot
Box64 with Dynarec v0.2.7 63428d0
Rock 5B, LFS, BSP kernel 5.10.198 rkr7.1, Gnome 45.3
1080p, default game setting
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**Godot version:** v3.1.2.stable.official
**OS/device including version:** Windows 10
**Issue description:** While (I suppose) my game is loading NativeScript, it immediately crashes and prints…
ghost updated
1 month ago
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As I understand it, the base Godot C++ GDExtension library doesn't handle async/yield. I recognize that gdext doesn't have the functionality either, even though gdnative version of godot-rust was able…
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Godot recently announced the new [GDExtension API](https://godotengine.org/article/introducing-gd-extensions) and merged it into Godot 4.0, replacing GDNative. See [this](https://github.com/godotengin…
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Eventually the XML parser needs to have hooks that are callable from inside gdscript. The best way for this to happen is to migrate the C++ Standalone XML parser to instead be compiled as a gdnative l…
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[GDScript](https://github.com/fire/godot-pid)
[GDNative](https://github.com/slavfox/godot_pid_controller)
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### Describe the project you are working on
I am working on games using C++ in Godot rather than GDScript and C# due to the fact C++ has a wide amount of libraries available, and is easily portable…
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### Describe the project you are working on
I am currently working on a game that heavily relies on the performance of GDNative, and so I use a lot of custom C structs (for example Steamworks'es ca…
ghost updated
2 years ago
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Have you had a chance to look at Godot's new GDExtension API (replacing GDNative in Godot 4)?