godot-cpp
godot-proposals
godot-cpp | godot-proposals | |
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37 | 610 | |
1,471 | 1,032 | |
3.2% | 1.5% | |
8.9 | 2.7 | |
2 days ago | 6 months ago | |
C++ | ||
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?
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
What are some alternatives?
godot-cpp - C++ bindings for the Godot script API
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
godex - Godex is a Godot Engine ECS library.
scons - SCons - a software construction tool
Godot - Godot Engine – Multi-platform 2D and 3D game engine
GDExtensionSummator - The Summator Example from Custom Modules made with the GDExtension system in Godot 4
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
gdnative-demos - Demo projects for GDNative
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
openseeface-gd - A GUI for running OpenSeeFace.