Closed zetashift closed 3 years ago
Only thing left to do is a normal ./build gd
alternative for Linux and probably make the way dll
or so
file extension is chosen a bit more...modular? It's really hackish atm.
Thanks for putting this together. I reviewed all your changes and made some modifications of my own while ignoring some changes that are specific to your environment (build.ini, foo.gdns, etc). I modified the gdns template to include the windows and linux dll. And I incorporated the changes for the library extension change to check for hostOS at compile time (for example in watcher.nim).
Can you try it out and let me know if it works for you? Thanks!
Closed, Linux is now a simple clone and edit ini file to point to your Godot engine bin.
This will probably never be merge ready, but it's a nice way to show my code thus far. Build ini only had to be changed superficially,
src
,bin
,tools_debug_bin
andtools_debug_release_bin
need to point to one's local installation folders.I modified gencomp and the dll's name to use
so
when not using the windowsOS, this is an easy change and nothing much to it. I ran./build watcher
and./build
to generateso
's for the current test files. I also ran./build gencomp foo node_2d
to test it out, did not see any errors.The
gd
task is broken, I think it's better to run Godot without a shell, atleast on linux. Unless there is a shell agnostic way to do this, I haven't found a working on as Google/StackOverflow answers didn't work on my openSUSE laptop.The
.so
's for the example nodes have been included in this PR~Godot doesn't use these automatically like the dll's for components, not sure how automate this, with that I mean that setting the Linux resource has to been manually, whereas in Windows this is done automatically:~ Fixed this in latest commit
~Lastly, the watcher.so isn't generated and set to the watcher node. I can't figure out why this is.~