GodotSteam
emscripten
GodotSteam | emscripten | |
---|---|---|
36 | 22 | |
2,893 | 25,888 | |
2.5% | 0.4% | |
8.5 | 9.9 | |
about 2 months ago | 7 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
GodotSteam
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Need emergency help with GodotSteam! pls upvote for visibility
Here I'm already trying to use dll and template from windows prebuild win64-g353-s158-gs3221.zip from https://github.com/CoaguCo-Industries/GodotSteam/releases, same results
- Steam Achievements for a game made with Godot
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how to port cruelty squad to native linux (awesome guide)
get libgodotsteam.so + libsteam_api.so from here: https://github.com/CoaguCo-Industries/GodotSteam/releases/tag/g352-s157-gdn363
- Does GodotSteam allow me to access Steamworks features?
- Some advice, tips, and resources I can share for those looking to make GDExtensions
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Godot 4.0 Stable
That at least gives me hope that the ecosystem will adapt quickly. And I noticed GodotSteam for instance delivered a 4.0 compatible release today already: https://github.com/Gramps/GodotSteam/releases
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I just thought folks would wanna know about this
Wild to me this is being released on the iphone before being mac compatible on steam considering it already runs flawlessly on mac when you import the files from a windows pc and paste two files into the install folder and run it. I just did this and it's perfect, it would literally take him minutes of his time to make this available to OSX users.
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So how are people going about creating mods?
You need this Godot build first, it is practically Godot for building games with Steam.
- GodotSteam for Godot Engine 4 Beta 1
emscripten
- OpenMP 6.0
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Is the Web Browser the Most Important Platform for App Development?
That said, WebAssembly’s ecosystem is still fragmented. Tools like Emscripten (C/C++), wasm-bindgen (Rust), and JSGo (Go) serve different languages, but this complicates the standardization of interactions with web APIs, limiting broader WASM integration with web development.
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Python HTTP library 'urllib3' now works in the browser
Browsers limit the ability for these platforms to use raw sockets, there simply is no API for it. The best that can be done /today/ is to use WebSockets, which are not the same thing any can't be used for HTTP requests without the server expecting a WebSocket connection:
https://github.com/emscripten-core/emscripten/issues/5196#is...
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A minimal working Rust / SDL2 / WASM browser game
Only half true. Emscripten implements the SDL 1.2 (and also SDL_mixer 1.2) API in Javascript here: https://github.com/emscripten-core/emscripten/blob/main/src/.... On the other hand SDL 2 (and SDL_mixer 2) are proper ports (which you linked to).
So there's quite a size penalty to using SDL 2 rather than SDL 1.2.
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Playing with low-level memory in WebAssembly
Playing with low-level stuff is fun, but I won't use it anywhere in productionable code. Well, at least without considerable experience and understanding of the Emscripten code base.
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Keeping Figma Fast: perf-testing the WASM editor
Thank you for your comment!
WASM gave Figma a lot of speed by default for a lot of perf-sensitive code like rendering, layouts, applying styles and materializing component instances, our GUI code is mostly React and CSS.
WASM engine performance has not been a problem for us, instead we are constantly looking forward improvements in the devex department: debugging, profiling and modularization.
One of the largest challenges of the platform we face today is the heap size limit. While Chrome supports up to 4GB today, that's not yet the case for all browsers. And even with that, we are still discovering bugs in the toolchain (see this recent issue filed by one of our engineers) https://github.com/emscripten-core/emscripten/issues/20137
The challenge of the perf-testing at scale in our company is helping developers to detect perf regressions when they don't expect them - accidental algorithmic errors, misused caches, over-rendering React components, dangerously inefficient CSS directives, etc.
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Show HN: Classic FPS Wolfenstein 3D brought in the browser via Emscripten
https://github.com/emscripten-forge/recipes/tree/main/recipe...
Re: emscripten fs implementations: https://github.com/emscripten-core/emscripten/issues/15041#i... https://github.com/jupyterlite/jupyterlite/issues/315
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Hello World In Web Assembly
Moving onto the project, let’s first install Emscripten from their git repository. Emscripten will compile C into Wasm code. An important note is that I will be using Mac OS for this project. If you want to follow along using Windows, use this link. To Begin, open your terminal and clone down Emscripten with:
- Emscripten: An LLVM-to-WebAssembly Compiler
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GDExtension step-by-step tutorial
I got pointed to this one here: https://github.com/emscripten-core/emscripten/issues/15487
What are some alternatives?
Godot - Godot Engine – Multi-platform 2D and 3D game engine
pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
godot-git-plugin - Git implementation of the VCS interface in Godot
compute-shader-101 - Sample code for compute shader 101 training
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
wasm-libxml2 - A quick experiment to build and run libxml2 as a WebAssembly module.
godot-fmod-integration - FMOD Studio middleware integration and scripting API bindings for the Godot game engine.
fengari - 🌙 φεγγάρι - The Lua VM written in JS ES6 for Node and the browser
godot-steam-api - Godot Steam integration using GDNative.
team - Rust teams structure
godotcord - A Discord Game SDK integration for Godot
shipyard - Entity Component System focused on usability and flexibility.