-
Notifications
You must be signed in to change notification settings - Fork 58
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
merging orchestrator with blazium(fork of godot) #822
Comments
It can be done, though I know nothing of the process. I did recently encounter a person that converted the Terrain3D GDExtension to a module: So it is possible. But I certainly wouldn't guarantee it works. |
Ok, I was obsessed with this (for the godot-sandbox and godot-rapier plugins). I wanted to make it work. I made a bunch of proposals to make it work. I was trying to make building for gdextension to be similar as to building for module. I tried with ifdefs, with python codegen, etc. It is not simple. There are differences between godot-cpp includes and function names and parameters and godot includes, function names and parameters.
Thats it! Downsides:
|
Do you have some extra specifics on where the differences are? I might need to tackle it soon (unrelated to blazium stuff though) and the gdextension approach is sadly a no-go for me. |
Well the solution I am proposing is to not change the code of orchestrator, but instead the build system. I added this repo that serves as documentation on how this can be done: https://github.com/Ughuuu/gdextension-to-module
Aside for that, the build system will need to build static libs too (or build them the moment the static lib is done). |
Description
i asked the developers of blazium if they can add orchestrator as offical visual scripting for blazium and they said they will do it if the developers of orchestrator willing to make it a module , is that is possible ?
Implementation ideas
No response
The text was updated successfully, but these errors were encountered: