4 ms·
Forget gdextension imo Compile the engine from source and add your classes as a module. Cuts out all the gdextension glue code and then you don't need to ship
by nightowl_games 2y ago
Forget gdextension imo
Compile the engine from source and add your classes as a module. Cuts out all the gdextension glue code and then you don't need to ship a shared library.
- capitol_ 2y agoWouldn't this make engine version upgrades a nightmare?
- nightowl_games 2y agoNo. Your game code is a new class, in whats called a module, which is fully supported by the engine. Your game code almost definetly relies on the same stable APIs that a GDExtension or GDScript itself uses. There will be no merge conflicts, no problems, almost certainly. Note: We have a fork of godot that has some changes and fixes weve made and engine upgrades are still a breeze. Solving the odd merge conflict is not that hard, people do it all the time. Godot's code base isnt drastically changing from day to day. 3->4 only had significant impact if you were doing certain things with the 'visual server'... other than that even that was easy.
- npinsker 2y agoHow do you write Rust code in that case?
- nightowl_games 2y agoYou don't, but Rust isnt the right fit for gamedev imo.