Mikael Hermansson
Mikael Hermansson
No, this is not possible at the moment, unfortunately. This is a somewhat general problem with Godot, where bindings for statically compiled languages like C#, C++ and Rust are sort...
Assuming your GDExtension is written in C, C++ or Rust, or any other statically compiled language, you'd have the exact same issue, and you would need to use `Object::get`, `Object::set`...
There is no such channel of communication between extensions, official or otherwise. The only public symbol that's exposed from the DLL is the extension entry point, which then registers the...
This is unlikely to ever be addressed from this extension alone, and with this extension now having been merged into Godot in the form of an engine module (see [README](https://github.com/godot-jolt/godot-jolt?tab=readme-ov-file)),...
Thank you for the feature request. Jolt does technically support web builds through [JoltPhysics.js](https://github.com/jrouwe/JoltPhysics.js), but I haven't really explored what it would look like to make use of it from...
> Any advice? What possible avenues there are for people like me? I have built GDextension code for the web before, I'm curious how much more difficult it would be...
> You might want to try disabling multi threading completely. There's a project setting `threading/worker_pool/max_threads` in godot that could be set to 1. You'll likely want to compile Godot with...
With this extension now having entered into maintenance mode (where only bug fixes will be considered for merging), as a result of having been merged into Godot in the form...
It's highly likely that this extension will be moved over to be an official Godot module in a not too distant future, so I will be focusing solely on stuff...
As mentioned here already, this is very unlikely to be worked on at this point, so I'll go ahead and close this.