I... ๐๐ I made an Open Source.
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I... ๐๐ I made an Open Source. ๐คญ
It's a C# front-end for #GodotEngine
๐ฆฎ
(for libgodot, to be specific)Sill very early, and quite janky. Fun! Take the sad blue robot for walkies!
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I... ๐๐ I made an Open Source. ๐คญ
It's a C# front-end for #GodotEngine
๐ฆฎ
(for libgodot, to be specific)Sill very early, and quite janky. Fun! Take the sad blue robot for walkies!
Soon(tm) this will hopefully become a nuget package, but since godot dev builds are verifiably huge, I still have to figure out the logistics of that. ๐๏ธโโ๏ธ
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Soon(tm) this will hopefully become a nuget package, but since godot dev builds are verifiably huge, I still have to figure out the logistics of that. ๐๏ธโโ๏ธ
@jupiter "huge"
*looks at her UE5 build folder*
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I... ๐๐ I made an Open Source. ๐คญ
It's a C# front-end for #GodotEngine
๐ฆฎ
(for libgodot, to be specific)Sill very early, and quite janky. Fun! Take the sad blue robot for walkies!
@jupiter awesome stuff! I had been wondering about the possibility of using libgodot from a C# project lately, it's brilliant to see it actually being done.
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@jupiter awesome stuff! I had been wondering about the possibility of using libgodot from a C# project lately, it's brilliant to see it actually being done.
@Devilbox thanks! Still a lot of things to try out, but it works!
I'm looking into trying GDextension over the really weird GodotSharp stuff that kept (and keeps) me thoroughly befuddled.
But just seeing that headless unit test run was a moment of beauty that made it all worth it. (I want to build an engine to accompany this, that uses a different resource and node architecture, and predominantly uses RenderingServer etc.)
It's cool though to just be able to play& control normal Godot PCKs.
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I... ๐๐ I made an Open Source. ๐คญ
It's a C# front-end for #GodotEngine
๐ฆฎ
(for libgodot, to be specific)Sill very early, and quite janky. Fun! Take the sad blue robot for walkies!
@jupiter wow this is super cool! Is it to get some special integration with fennecs?
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