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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024 1

@GeorgeS2019
image

Everything works again via GodotObject.Call, no native pointers, as in bindings for the engine. Therefore, I cannot guarantee high performance.
Bindings are generated manually by my generator.
The commit will be later (still no default values for the arguments).

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024 1

Nothing else is needed for my binding generator at the moment. After its release, I will wait for the official generator for GDExtension <=> C#. I'm not really interested in participating in adding an official feature right now.

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024 1

I added a generator and updated the binaries. You can download the update here: https://github.com/DmitriySalnikov/godot_debug_draw_3d/archive/3c76608fd2409830bdbdd97a775d15ce5bef2202.zip

Also here the name DebugDraw was changed to DebugDraw3D and DebugDraw2D.

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024 1

image

Well, after this line, the generation of bindings should happen


I think I know what the problem is, I'll fix it now

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024 1

updated libraries will be here https://github.com/DmitriySalnikov/godot_debug_draw_3d/actions/runs/6177991021

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024

Following this article, API generation for C# is planned in future versions.

Consuming APIs provided by a GDExtension is also currently unsupported. We’ll keep working on bridging the gap between GDExtension and C# in future 4.x releases.

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

Possible to create C# binding for GDExtension?

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wp2000x avatar wp2000x commented on June 15, 2024

Are C# bindings now possible in GD 4.1?

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024

Officially, there is no such possibility, but I haven't tried to make my own bindings yet. I heard that there were problems when trying to use classes from GDExtension in C#. I do not know whether it was fixed or not.

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

@DmitriySalnikov
I have done further GDExtension c# Binding. Not writing further to avoid Spanning impression

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024

I have done further GDExtension c# Binding

@GeorgeS2019 have you thought about starting to do PR for Godot with an API generator for GDExtension? Godot itself has this generator for a long time and it is used only when running with the --generate-mono-glue argument. All that is needed, it seems to me, is to run this generator for GDExtension through the editor, put the generated sources in a separate folder, compile them into a separate DLL and add this DLL as "friendly" (so that it can use internal classes) to the core of the Godot Mono library.

But, most likely, you need to create a godot-proposal first and discuss how best to do it with the Godot core team.

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

@DmitriySalnikov Thx for your encouragement

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

@DmitriySalnikov I saw u resume this recently.

Are there still open issues?

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024

I replied to a PR that allows me to reload libraries without having to restart the editor. With it, I could run the editor 1 time and rebuild the library several times.
Unfortunately this has nothing to do with C#.

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

@DmitriySalnikov
Native structures and pointers in c#

godotengine/godot-proposals#7024 (comment)

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024

Isn't it about adding support for NativeStucts that were originally registered for GDExtension?
Like AudioFrame

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

I will speak to him again

He understands very in depth what are missing now but beyond my understanding

We are getting closer to the goal!

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

Which Godot 4 version is used to open. It crashes using 4.2 Dev 4

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DmitriySalnikov avatar DmitriySalnikov commented on June 15, 2024

What do you mean?
The library is built for 4.1+

Godot_v4 2-dev4_mono_win64_ZhATopaTlf

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GeorgeS2019 avatar GeorgeS2019 commented on June 15, 2024

Still trying to understand why the editor crashes using Godot4.2 Dev4

image

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