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This repository has been archived by the owner on Feb 10, 2023. It is now read-only.
Having this mishmash of "godot.c", "godot.core", "godot", "godot.d" modules really confuses if you don't know what is where.
Perhaps it'd be better to move most of them into general "godot" space so there'd be less confusion? Coz there's certainly wouldn't be any need for "godot.vector3" binding for example.
The text was updated successfully, but these errors were encountered:
Additionally I haven't touched it yet but produced bindings requires manually importing pretty much anything is used by that class, public imports should be used instead.
Actually if you could explain to me how the hell it all works I might step into development. Just can't figure out it on my own coz as you said "this project is a real mess for anyone else to dive in"
godot.c - low level C stuff which by my understanding is purely for C ABI to make interop part happy.
godot.d - wrappers of godot.c for not doing bytes massaging in high level language
godot.core - mimics godot engine built-in types API somewhat like godot-cpp does
util.generator - a real mess!
Inside godot.d there is also register.d that does class registration with some help from script.d that wrap.d them in order to interact with godot engine and call its methods by using bind.d.
godot.d.bind is the main work horse, and basically all methods calls is done by ptrcall(), with some help from godot.core.variant
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Having this mishmash of "godot.c", "godot.core", "godot", "godot.d" modules really confuses if you don't know what is where.
Perhaps it'd be better to move most of them into general "godot" space so there'd be less confusion? Coz there's certainly wouldn't be any need for "godot.vector3" binding for example.
The text was updated successfully, but these errors were encountered: