https://github.com/nonunknown/godot-native-integration
Plug-n-play GDNative Support for Godot-engine
https://github.com/nonunknown/godot-native-integration
cpp gdnative godot-engine integration native rust-lang
Last synced: 8 months ago
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Plug-n-play GDNative Support for Godot-engine
- Host: GitHub
- URL: https://github.com/nonunknown/godot-native-integration
- Owner: nonunknown
- License: mit
- Created: 2020-11-23T10:26:25.000Z (over 5 years ago)
- Default Branch: main
- Last Pushed: 2020-11-23T20:29:08.000Z (over 5 years ago)
- Last Synced: 2025-05-05T02:36:15.290Z (11 months ago)
- Topics: cpp, gdnative, godot-engine, integration, native, rust-lang
- Language: GDScript
- Homepage:
- Size: 18.6 KB
- Stars: 55
- Watchers: 4
- Forks: 2
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# WIP - Godot Native Integration ( Experimental Release)
### Description
Provides a interface for easy GDNative management/building all-in-one inside the engine.
This is a implementation of @WillNationsDev's proposal #119 for godot engine - https://github.com/godotengine/godot-proposals/issues/119
All feedback is important on this stage of development so dont forget to create an issue, and tell your experience/idea/bug report
### Why this plugin exists?
Well the current workflow for doing Native stuff is very complex, so this plugin facilitate the workflow.
### Plans for the future
* Add support for all languages that godot-engine support
* Multiple Projects managing
* Cross-compiling support (if possible remote compiling with travis-ci)
## Requeriments
* Git (To download git repos)
The other requirements are the same for compiling the godot's source code
* For Linux:
https://docs.godotengine.org/en/stable/development/compiling/compiling_for_x11.html
* For Windows:
https://docs.godotengine.org/en/stable/development/compiling/compiling_for_windows.html
## Instructions
* 1 - When You install like any plugin, and enable it (image below) it will take a little longer because it will install the necessary files at the godot data folder.

* 2 - These new generated files Can be accessed via:

* 3 - You'll be able to see a folder called native

* 4 - Inside the engine a button called native will appear on top-right corner:

* 5 - This is the main window:

* 6 - About:
- PROJECT NAME: For now only one project is supported, but in further updates you will be able to manage as many projects as you want
- GENERATE BINDINGS: Generate necessary stuff for compiling your native code (if everything goes well a green icon will be shown)
- COMPILE SOURCES: Compile your created classes, so you first must create your classes modify them (going into `native/src/my_project` see step 2)
- PLATFORM: Select which OS you want to build for, (currently only works with the one you are working on e.g: if you are on windows just leave, or if you are on linux leave there)
- TARGET: You can use release (for final stuff) or debug ( for testing purposes, larger file)
- PROCESSOR CORES: How many cores your processor has (faster compiling)
- INSERT NEW CLASS: Create your classes there
* 7 - Final:
Now just modify your classes (step 2 - for accesing them) and click COMPILE SOURCES, and if no error appears on output you're done!
### Credits
A huge thanks to this guy: ->

Without him this project wouldn't be possible he helped with SCons file for building, also a lot of help with my errors during development