godot_debug_draw_3d
godot_debug_draw_3d copied to clipboard
C# bindings generator
Feature description
Would it be possible to have this as a separate addon that could be used with others? Or how difficult would it be to use this with another addon? Sorry I know this is off-topic a bit but I don't know another way to discuss with you
Implementation Ideas
No response
Well, in order for this to work with other projects, I need to put the class names and the path to the output file in the arguments of the generate
method. Also I haven't published some optimizations yet. And I use conditional compilation to disable bindings in the release build. Maybe I forgot something else.
But the main question here is not how to separate it into a separate addon, but why is it needed in C++
? I would prefer such a generator coded in GDScript
or even in C#
. It would be the most lightweight and cross-platform generator.
In this addon [debug_draw_3d], I wanted to do everything in one DLL, so I used C++
.
I could try to make a separate project for this, but now I am busy with another program for which I got some money...
A C# roadmap has also recently been published, which discusses updates to the binding generator. However, it is unknown when all this will be implemented.
https://github.com/godotengine/godot-proposals/issues/7895
Yup, I saw your post on there and came over here to see what you had done! I do agree it would be best in GDScript more than likely or as a Python script maybe?
or as a Python script maybe?
My approach to generation uses classes and methods of Godot itself in real time. Therefore, it is possible to use only GDScript/C#/C++ (as well as third-party languages implemented through GDExtension).
@DmitriySalnikov
C# (Scene) Test-Driven-Development (TDD) using Godot4 in VS2022
https://youtu.be/JLI0cIYMgr0
using the latest gdUnit4API TestAdaptor from @MikeSchulze
https://github.com/godotengine/godot-proposals/assets/49812372/72bb91a1-dd1c-4467-8d07-3b0d3beadd4b
@GeorgeS2019 What do you expect from me? This project is written in C++, I think it would be more logical to write tests in C++. Although the entire API is already used in my scene with examples.
Please don't mention me in every issue related to C# or GDExtension. I don't want to deal with the official GDExtension binding generator for C#. In addition, they had plans for a complete restructuring of how C# works and all my edits are likely to be useless.
@GeorgeS2019 please do not spam repositories with this information, I didn't ask you to do that.
@MikeSchulze I truly believe more projects need to try that so that it is easy to share codes done in one project to the future projects
@DmitriySalnikov Sorry for the stress I caused. I thank you for what you have attempted
https://github.com/Delsin-Yu/CSharp-Wrapper-Generator-for-GDExtension