SeleDreams

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I ended up finding the macro CRASH_COND that seems to have a similar behaviour to assert (except that it takes the crash condition rather than the assertion condition) this one...

> > godot (god knows why) doesn't use the standard stdout making assert useless > > Godot prints error and warning messages (printed using `ERR_PRINT()`) to the standard error stream,...

in fact seems like CRASH_COND only stops the current function though it doesn't stop the execution of the rest of the program

I was able to make an ASSERT macro that works the same as CRASH_COND but reverses the condition and calls abort rather than return ``` #ifndef ASSERT #include #define ASSERT(cond)...

the good part is that it even allows to auto generate the gdns files as well

https://github.com/SeleDreams/gdnative_class_factory I have made a public repository implementing my system it both self registers classes but also automatically generates the gdns files

One thing that I'd need to know is if there is any way to determine whether it is running in editor or not from the godot_nativescript_init function as it's a...

> That looks useful but I have several concerns about it: > > 1. It is intrusive. Requiring to inherit a base class everywhere makes use of multiple inheritance just...

Nested namespaces aren't really efficient in C++ from my experience. It's common in C# but in C++ it's usually a one level namespace