Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser
WIP - Godot Native Integration ( Experimental Release)
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)
- 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
- 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_projectsee 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!
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
Make C++ scripts without any external configuration, just plug,make your code, and you're done!