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jokoon 11 minutes ago [-]
So it requires writing a CMake script, some python, and some weird C++ code.
A bit tedious but that's how it goes.
OsrsNeedsf2P 43 seconds ago [-]
The point is that it's compatible, not that it's the recommended way of doing things.
valorzard 59 minutes ago [-]
If you know rust, the Godot rust bindings for GDExtension are also really good and let you use any Rust library in Godot (including tokio and async rust if you really want)
https://godot-rust.github.io/
fwsgonzo 1 hours ago [-]
Just don't forget the versioning script needed on at least Linux. It's either that or build with the same older distro Godot uses, so you have a matching libstdc++ version. You can link with a newer stdlibc++ but you will need a linker versioning script that hides your impl from the dynamic linker so you don't get random ghosts in your machine.
czoido 15 minutes ago [-]
Hi! Yes, you are right, thanks for pointing this out. It's something to keep in mind when distributing an extension for Linux. I have just updated the post with a note about it.
zerr 48 minutes ago [-]
> // Copy the position of every entity into the MultiMesh buffer
So, is a zero-copy impossible due to world (C++ vs Godot) boundaries?
A bit tedious but that's how it goes.
So, is a zero-copy impossible due to world (C++ vs Godot) boundaries?