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Something like this? https://github.com/migueldeicaza/SwiftGodot https://github.com/migueldeicaza/SwiftGodot > SwiftGodot can be used to either build an extens
by rescripting 2y ago
Something like this? https://github.com/migueldeicaza/SwiftGodot https://github.com/migueldeicaza/SwiftGodot
> SwiftGodot can be used to either build an extension that can be added to an existing Godot project, where your code is providing services to the game engine, or it can be used as an API with SwiftGodotKit which embeds Godot as an application that is driven directly from Swift.
Miguel de Icaza gave a great talk on Swift + Godot (among other things) https://www.youtube.com/watch?v=tzt36EGKEZo https://www.youtube.com/watch?v=tzt36EGKEZo
- syndeo 2y agoSeconding this! I've ported a GMS2 project over to SwiftGodot, and it's been great to work with. As I ported over the code, the Swift compiler even caught a bug or two that I'd missed back when it was written in GML!
- moomin 2y agoI guess my question is how much a custom bridge is needed with the C++ integration. (I understand the bridge will always be better in some sense, but I’m also interested in what it would be like to just ignore it and target the C++ API directly.