geekrelief / gdnim

godot-nim based bootstrapping framework supporting hot reloading
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Initial Linux experiments #1

Closed zetashift closed 3 years ago

zetashift commented 3 years ago

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 and tools_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 generate so'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.

zetashift commented 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.

geekrelief commented 3 years ago

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!

zetashift commented 3 years ago

Closed, Linux is now a simple clone and edit ini file to point to your Godot engine bin.