
Publisher
nonunknown
Native Integration
Make C++ scripts without any external configuration, just plug,make your code, and you're done!
This plugin has been mirrored from the Godot Asset Library.
The plugin author is in no way affiliated with Gadget.
If you are the author of this plugin and would like this mirror removed, please contact support@gadgetgodot.com.
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