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Compile Godot Engine as a library. #62490
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For Windows only |
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My understanding is that calling |
Yes, in my example and tested on the Linux platform I run the scenetree iteration loop manually. https://github.com/V-Sekai/godot/blob/elixir/c_src/godot/godot_elixir.cpp |
I see, so the windows version which only exposes the |
There are three problems on Windows.
https://stackoverflow.com/a/54067711
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It is necessary to directly exposing everything? Besides, exported C++ symbols are not portable and will be usable only if main app is built with exactly same compiler and C++ runtime version, which kinda makes it almost useless. Maybe it's better to expose only a few pure-C wrappers for OS/Main initialization / finalization, and functions to get access GDExtension interface struct and register initializers/terminators, the and the rest can be done via GDExtension API. |
It’s a good suggestion to get at the gdextension api. Or at least the classdb and execution of the api. Can look |
I don't have time to salvage this proposal to use the design from @bruvzg before the feature freeze, but it's a good idea. |
Can be salvaged or used as is. Closing for now. |
Fixes: godotengine/godot-proposals#4773
Part of the V-Sekai group. https://github.com/v-sekai