utopia-rise / godot-kotlin-native

Kotlin bindings for Godot Engine
MIT License
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Implement godot's platformer to test Kotlin's integration #37

Closed piiertho closed 4 years ago

piiertho commented 4 years ago

Describe the problem or limitation you are having in your project:

We need to know which methods are missing (like it was the case with set on Dictionary).

Describe how this feature / enhancement will help you overcome this problem or limitation:

It will test kotlin integration on a bigger project than our sample. With this we should be able to see if some basic methods are missing.

Show a mock up screenshots/video or a flow diagram explaining how your proposal will work:

None to provide.

Describe implementation detail for your proposal (in code), if possible:

Rewrite GDQuest's platformer implementation in Kotlin.

If this enhancement will not be used often, can it be worked around with a few lines of code?:

Not appropriate.

Is there a reason why this should be in this project and not individually solved?:

Not appropriate. But it can be done in a seperate github, I guess this should be discussed.

raniejade commented 4 years ago

If you're planning to use composite builds you might be interested in this: https://github.com/JetBrains/kotlin-native/issues/3834 :)

And as a side note: https://github.com/JetBrains/kotlin-native/issues/3877

chippmann commented 4 years ago

@raniejade Thanks a lot for the info! The usage of composite builds is definitely worth to discuss. But not yet used in any of the samples nor do i think it should be used for this one. But regarding the release problem I think you saved us a lot of debugging. I really appreciate it!

CedNaru commented 4 years ago

Implementation on a break. The new casting system is required to finish it as I can't use custom object inside another script.

chippmann commented 4 years ago

@CedNaru I guess this can be closed as @raniejade implemented it now in the new binding impl?