Comments (4)
I wouldn't say there are "many" issues/PRs, but if the main question is about GDExtension, then we don't plan to support it as a part of this library. Even if I were to implement GDExtension support, I would likely do it as a separate project, as GDExtension seems to be a completely different thing from GDNative, which this project is about.
We have to stick with Godot 3 as we use a fork of it with many custom changes that we made to make it work well for us. So we don't have an immediate interest in Godot 4. But this library is MIT-licensed, so anyone is free to use parts of it to implement a GDExtension Nim library.
And we are not moving to The Machinery, I play with it in my free time.
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It works. We use the library as-is in production for the games specified in the README. What do you need?
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I heard things in nim's disc server, and also noticed some stuff here.
- Someone was having a lot of issues with compiling on windows for multi-thread, and moved away from godot-nim
- There are a lot of unresolved pull requests
- Same for issues, some of them don't even have an answer from devs
- Not a single answer about gdextension in open issues
- Someone on disc said that they tried to reach you by email, and the email didn't get an answer at all
- Also someone mentioned that you guys are moving to The Machinery, and that this project is probably just going to be archived as a result
Could be rumors, but would be great if you can clarify about them
n6 worries me the most, specially now that gdextension is merged into master (4.0 pre-alpha) and it makes these bindings obsolete for anyone that needs to get rid of the full-of-issues physics of 3.x, since most of the big changes might never be backported due to how deep the changes go
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IMO this project exits only to share to everyone a godot binding made by an companie. It's clearly not a community project. It takes time that they may not have and it is certainly not their goal. The README should be more clear about that. So there is 2 possibilities:
- Create a new community project that starting the binding to Godot 4 with a true support. This project will be only for Godot 3.
- @endragor give the control of this repo a some interested people to create a community and made the migration to Godot 4.
A good example for me is the work made by the Rust team -> https://godot-rust.github.io/
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Related Issues (20)
- Nim constructor not found for class BulletPhysicsDirectSpaceState HOT 1
- Issue with connecting signal BodyEntered (area) HOT 1
- Generate .dll for other platforms (like Linux) HOT 4
- New native extension system for 4.0 HOT 1
- Basis getEuler behavior
- Add proc directionTo for vector2 and vector3
- GDExtentions Support HOT 1
- Nake Build Error HOT 14
- Nake build failed if GODOT_BIN path contains space character
- How to deal with exceptions? (and other beginner notes) HOT 7
- Documentation search doesn't do anything
- Export questions HOT 2
- nake build error:: type expected but got symbol 'Array' of kind 'enumField' HOT 2
- godot-nim crashing godot (windows 10) [Solved?]
- I can't find the answers
- Error: type expected, but got symbol 'Array' of kind 'enumField' HOT 1
- is this abandoned? HOT 7
- Output is flooding with `A foreign thread is created` when i use NavigationAgent
- Cant compile to wasm
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