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#gdextensions

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Tyler Parker<p><span class="h-card" translate="no"><a href="https://mastodon.gamedev.place/@thomastc" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>thomastc</span></a></span> *nods* maybe good excuse to further explore <a href="https://mastodon.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.social/tags/gdextensions" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gdextensions</span></a></p>
The Great Refactoring<p><strong>Setting up your GDExtension with CMake and Qt Creator</strong></p><p>Second post about GDExtensions. In this follow-up I focus on the specificities of building them using CMake instead of SCons, and some of the options and pitfalls along that way. I also talk about setting up a C++ IDE, Qt Creator, to help you deploy and debug your GDExtension project and point to a great preexisting CMake project template</p><p>https://vilelasagna.ddns.net/coding/setting-up-your-gdextension-with-cmake-and-qt-creator/</p><p>By: @vilelasagna@mastodon.gamedev.place<br><a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/cmake/" target="_blank">#cmake</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/coding/" target="_blank">#coding</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/cplusplus/" target="_blank">#cplusplus</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/gdextensions/" target="_blank">#GDExtensions</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/godotengine/" target="_blank">#godotengine</a></p>
The Great Refactoring<p><strong>Bringing C++ to Godot with GDExtensions</strong></p><p>After playing with Godot within its own rules, I decided to check out what is the experience of bringing in external C++ code into a Godot project through their GDExtensions system. Using it, I bring over two different implementations of toyBrot into a regular Godot project. One with C++ threads and another with OpenCL, pushing Godot being its […]</p><p>https://vilelasagna.ddns.net/coding/bringing-c-to-godot-with-gdextensions/</p><p>By: @vilelasagna@mastodon.gamedev.place<br><a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/c/" target="_blank">#c_</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/coding/" target="_blank">#coding</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/gdextensions/" target="_blank">#GDExtensions</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/godot/" target="_blank">#Godot</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/godotengine/" target="_blank">#godotengine</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/gpgpu/" target="_blank">#GPGPU</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/multithreading/" target="_blank">#multithreading</a> <a rel="nofollow noopener" class="hashtag u-tag u-category" href="https://vilelasagna.ddns.net/tag/opencl/" target="_blank">#OpenCL</a></p>
Vile Lasagna<p>If you're interested in <a href="https://mastodon.gamedev.place/tags/GodotEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GodotEngine</span></a> and wanted to hear about <a href="https://mastodon.gamedev.place/tags/Godot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Godot</span></a> <a href="https://mastodon.gamedev.place/tags/GDExtensions" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GDExtensions</span></a> and <a href="https://mastodon.gamedev.place/tags/Cpp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Cpp</span></a> and <a href="https://mastodon.gamedev.place/tags/CMake" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CMake</span></a> or what have you and have any preferences on the situation, I'd be keen to hear your opinion.</p><p>Right now I'm THINKING straight into 3, but unsure what side to cover first and if I can, then, get things done and written up in time for this week.</p><p>I DID consider writing my own template for C++ extensions projects but this DOES exist and looks good:<br><a href="https://github.com/asmaloney/GDExtensionTemplate" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/asmaloney/GDExtensi</span><span class="invisible">onTemplate</span></a></p>