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gdgen's Introduction

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There exists a power set of possibilities. The following is just a subset of what is possible to do in our universe of discourse. My interests and skills just happen to have an intersection with this set. ๐Ÿ˜

Game developer

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  • Reinforcement Learning

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  • Waiting for Blue Robot - How To Make an Open-Source Community-Driven Project, Manage It and To Remain a Human.

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gdgen's Issues

Add support for classes from Godot core API dump

Currently only a handful of core types are supported by the generator natively:
https://github.com/Xrayez/gdmodule/blob/0f39e947ba2897d459a3743ddb7d22d44e1c4d29/gdtypes.py#L26-L34

It would be nice for the generator to optionally dump Godot core API so that more versatile classes could be generated.

I suppose GDNative does something similar out of the box, see command line --help:

--gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.

But it seems like it's general-purpose enough.

GDNative and GDScript plugins generator support

Currently only C++ modules generation is supported. What I also had in mind for this package is the ability to generate GDNative-related code and structures, but I'm not that skilled/experienced in this area myself.

For other types of generators to be created, I guess it would be better to create a base class from which other generators and builders can be implemented, and of course provide a convenient way to access them via CLI, needs a major rewrite on my part for this to happen first, but doesn't hurt to discuss this.

The current development philosophy is that, by using gdgen, one should be able to just plug-in the created module/plugin and use that in Godot Engine right away. By "usage" I mean:

  • the C++ module/gdnative can be compiled without errors.
  • generated GDScript plugin properly registers in the Godot editor without issues.

Linking related proposal at Godot: godotengine/godot-proposals#119.

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