godot-cpp
gdnative-demos
godot-cpp | gdnative-demos | |
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37 | 4 | |
1,455 | 188 | |
2.1% | 0.0% | |
8.9 | 0.0 | |
8 days ago | almost 2 years ago | |
C++ | Python | |
MIT License | MIT License |
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godot-cpp
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Voronoi, Manhattan, random
Write C++ classes or functions using C++ bindings for the Godot engine.
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How was your experience with GDExtensions so far? If good, what're your secrets?
Might have sth to do with https://github.com/godotengine/godot-cpp/issues/1057 . All of these errors pop up when godot::Refs are returned by certain engine functions like the one in FastNoiseLite but objects instantiated via memnew work like a charm. Plus with more gdextensions registered these issues seem to happen at more places.
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Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
I think part of the problem is that using GDExtension is like a two-way FFI. You can call (C++) extension functions from GDScript, but the same interface and overhead are used to call (lib) Godot functions from the (C++) extension.
Here's a good example (look, there I am!), although it's a bit old and actually led to perf improvement:
https://github.com/godotengine/godot-cpp/issues/1063
- Unity’s pricing is a symptom, not the cause of tougher times for the industry
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Just how "beta" is GDExtension right now? Any platform support missing or other major features?
I've had some performance problems with GDExtensions: https://github.com/godotengine/godot-cpp/issues/1063
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GD Extension Error on windows
I tried checking out cpp repo for my godot version 4 from this repo
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gdextension_interface.h nowhere to be found, yet required by current tutorial
godot-cpp/gdextension/gdextension_interface.h
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Godot Steam Audio Integration Test (C++)(Use Headphones)
Thanks! At the moment I've been running into issues with accessing some methods of the AudioServer as well as overriding some native functions (primarily related to audio_stream and audio_stream_player). These issues on the issue tracker cover them: https://github.com/godotengine/godot-cpp/issues/1090 https://github.com/godotengine/godot-cpp/issues/1088 That said, there may be a way around this, it could just be that different bindings need to be used - currently the audio stream and audio stream player code is heavily based on existing classes like AudioStreamPlayerPolyphonic. Worst case I believe Godot itself needs to be updated to expose the appropriate bindings. I'll upload a separate branch for what I have for the GDExtensions version (though it fails compilation) sometime soon. I started this as a traditional Godot module during the 4.0 pre-alpha days but I definitely want to move it to GDExtension so its super easy for people to pull into the official engine release.
- Using Godot as a code-first C++ engine -- possible?
- How do i get started with GD Extension?
gdnative-demos
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What are the general steps involved in porting GDScript code to GDNative C++ code?
I imagine that the C++ code within the 'Your first 2D game' tutorial, the completed C++ example of that tutorial of that project, and (of course) the official GDNative tutorial will be helpful resources. I'm also planning to go through Progger Parrot's GDNative tutorial and Thoughtquake's Ten Thousand Subs tutorial (which provides another example of porting GDScript code to C++ code.)
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Are there any 3D C++ Godot tutorials or demo projects available?
There are two 2D GDNative C++ demo projects available on Github (https://github.com/godotengine/gdnative-demos/tree/master/cpp), but I'd like to know whether there are any 3D C++ tutorials or sample projects out there. I recognize that C++ is often overkill for Godot projects--it would be great to have some 3D C++ code samples as a reference, though. Thanks!
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Is there documentation for GDNative/C++ in Godot?
sort of. this will tell you how the basic build process works, and there are some examples here. other than that, if there's a function in gdscript there's usually a parallel function in gdnative (because gdscript is basically just a thin wrapper around underlying C++ objects) so there isn't a whole lot to learn about. reading the engine source is occasionally helpful for figuring out what things are actually called. also, keep in mind that gdnative is being replaced in godot 4. if you don't have a need for it right now, you might be better off setting it aside or learning gdextensions instead. gdextensions are arguably even more straightforward as you can register classes basically the same way the engine does it for builtin objects, so there are plenty of examples.
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How do you enable the Nativescript 1.1 API?
from the Instance binding demo using C
What are some alternatives?
godot-cpp - C++ bindings for the Godot script API
Godot - Godot Engine – Multi-platform 2D and 3D game engine
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
gdnative_cpp_example - GDNative C++ example for tutorial
scons - SCons - a software construction tool
GDExtensionSummator - The Summator Example from Custom Modules made with the GDExtension system in Godot 4
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
godot_box2d - A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
gdnative_cpp_example - GDNative C++ example for tutorial
godot_voxel - Voxel module for Godot Engine
ChaiScript - Embedded Scripting Language Designed for C++
Godot-Neural-Networks - Provide a fast way to create neural networks for game ai in godotengine