Open markusbkk opened 2 months ago
@markusbkk This is certainly an interesting idea! I'm sure that either 1) a Godot addon DLL or 2) a Godot module would be able to run in a Windows UWP environment. However, the limiting factor will no doubt be getting the WebAssembly runtime up and running in such a strict setting. After a little research, it seems that neither Wasmer nor Wasmtime, the two Wasm runtimes supported by Godot Wasm, are able to run in UWP.
If you can provide a counterexample and get a Wasm runtime standing in UWP, I'd gladly attempt to port Godot Wasm.
@markusbkk This is certainly an interesting idea! I'm sure that either 1) a Godot addon DLL or 2) a Godot module would be able to run in a Windows UWP environment. However, the limiting factor will no doubt be getting the WebAssembly runtime up and running in such a strict setting. After a little research, it seems that neither Wasmer nor Wasmtime, the two Wasm runtimes supported by Godot Wasm, are able to run in UWP.
If you can provide a counterexample and get a Wasm runtime standing in UWP, I'd gladly attempt to port Godot Wasm.
Yea. I ended up researching this more after creating the GitHub issue. Unfortunately, there doesn't appear to be a suitable Wasm runtime.
There's this one but I have no idea how capable it is.
My personal main problem is figuring out how to even build a UWP compatible GDNative module with SCons.
There's one example on GitHub of compiling a GDNative module to UWP but it uses Visual Studio and also appears to be incomplete (the Git Submodules appear to be unavailable).
Curious. Is there a chance of compiling the DLL in a way that is compliant with the managed nature of UWP? I followed your Doom write-up and successfully ported the Doom shareware version to Godot 3.5.
Now it would be great to get this running as a UWP app so it can work on XBOX.
I think there's great potential for your porting approach. Godot is an excellent abstraction layer.