llvm-mingw
godot-proposals
llvm-mingw | godot-proposals | |
---|---|---|
15 | 610 | |
1,638 | 1,032 | |
- | 1.5% | |
8.8 | 2.7 | |
3 days ago | 6 months ago | |
C | ||
GNU General Public License v3.0 or later | MIT License |
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.
llvm-mingw
- Crystal 1.11.0 Is Released
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Ask HN: Who is using the D language and likes/doesn't like it? Why?
> Doing Python with a C plugin, or just compiling a command line C/C++ isn't really systems programming.
I care about a minimal set of tools in order to compile C/C++ programs. thats offered by:
https://github.com/mstorsjo/llvm-mingw/releases
and also MSYS2, and even the Zig C compiler. all less than 200 MB. meanwhile Visual Studio installing about 10 GB worth. If Microsoft can offer a similar experience then I am interested.
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Clang compiler for Windows 10 gives this error
Pick a community-supported Clang-based Mingw-w64 distribution.
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My 24 year old HP Jornada can do things your modern iPhone still can't do
> AFAIK there is no native GCC compiler for Windows
might want to check your facts before spouting nonsense. there is, and has been for many, many years. more than one in fact:
https://github.com/mstorsjo/llvm-mingw
https://packages.msys2.org/base/mingw-w64-gcc
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Release candidate: Godot 4.0 RC 5 (Yes, the pace is picking up!)
MinGW is notoriously slow to link compared to MSVC, unless using llvm-mingw with the link=lld SCons option. If using MSVC, make sure to use 2022 or at least 2019 if possible – recent linkers tend to be faster than older versions.
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Toolchain for cross-compiling DLL to windows/arm64
GCC doesn't support windows/arm64, but you should be able to do it with LLVM. I've never gotten it to work myself, but should be able to supply a cross toolchain: https://github.com/mstorsjo/llvm-mingw
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Ask HN: Programming Without a Build System?
Visual Studio is a bloated mess, and has been for many years. Its at least 10 times larger than other options, such as MinGW-LLVM:
https://github.com/mstorsjo/llvm-mingw
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Because cross-compiling binaries for Windows is easier than building natively
Sadly Qt ships MinGW 8.1 which is positively ancient (released in 2018). If you're starting a new project (which you likely are if you are installing an IDE aha) there's no reason not to go for more recent compilers - msys2 has GCC12 (https://packages.msys2.org/package/mingw-w64-x86_64-gcc) and Clang 14 (https://packages.msys2.org/package/mingw-w64-x86_64-clang) which just work better overall, have much more complete C++20 support, have less bugs, better compile times (especially clang with the various PCH options that appeared in the last few versions), better static analysis, etc.
Personally I use https://github.com/mstorsjo/llvm-mingw's releases directly which does not require MSYS but that's because I recompile all my libraries with specific options - if the MSYS libs as they are built are good for you there's no reason not to use them.
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Some sanity for C and C++ development on Windows
you can grab it here: https://github.com/mstorsjo/llvm-mingw/releases/tag/20211002
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The Atrocities of COM win32 headers
Clang (and lld) do support native TLS, and mingw-w64 does have the things that are needed. I think binutils also might have what's needed too, but AFAIK the thing that's missing is support for it in GCC.
Actually, (upstream) Clang defaults to native TLS instead of emulated TLS. In MSYS2, Clang is overridden to use emulated TLS by deafult to interoperate better with GCC built code and libstdc++ though.
The toolchain I maintain, https://github.com/mstorsjo/llvm-mingw, defaults to native TLS throughout.
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?
mingw-w64 - (Unofficial) Mirror of mingw-w64-code
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.
w64devkit - Portable C and C++ Development Kit for x64 (and x86) Windows
godex - Godex is a Godot Engine ECS library.
msys2
Godot - Godot Engine – Multi-platform 2D and 3D game engine
cmake-init - The missing CMake project initializer
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.
MSYS2-packages - Package scripts for MSYS2.
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.
mxe - MXE (M cross environment)
openseeface-gd - A GUI for running OpenSeeFace.