Minor update for the #GDNative plug-in to correct an issue with libc6 and getUGCContentDescriptors. It is now live on the Github release section and the Godot Asset Library!
#gamedev #indiedev #godotsteam #godotengine
https://github.com/Gramps/GodotSteam/releases/tag/g352-s156-gdn362
#gdnative #gamedev #indiedev #godotsteam #godotengine
Well, massive updates for #GodotSteam today. The Godot 3.x, 4.x, #GDExtension, and #GDNative branches all got big updates for #Steamworks SDK 1.56 along with some other little treats. Currently Github Actions is cranking out pre-compiles for 3.x and 4.x modules while the plug-ins have already been compiled and published. Godot Asset Library versions have been submitted too! Oh, and I got the documentation updated as well. More coming soon!
#godotsteam #GDExtension #gdnative #steamworks #gamedev #indiedev
Any #Godot user that knows how to best setup #GDNative bindings from a "third party" library (it's first party but we can't just go in and slap around Godot-specific code everywhere) so that its functions and classes can be used in GDScript? Currently the codebase just has a "Manager" class and every time an object needs to be passed to GDScript it's serialized to JSON which works just fine but is super cumbersome and requires a ton of boilerplate.
PSA - The #godotengine #gdnative nativescript 1.1 changes have been merged into the master branch of the godot-cpp C++ bindings library. The new bindings greatly simplify writing C++ modules for Godot but also mean you have to change your code if you're still working with nativescript 1.0.
You can also switch to the nativescript-1.0 branch
First part of a #godotengine #gdnative C++ tutorial is now available:
http://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html
Expect more chapters and improvements soon