This video is a quick introduction and tutorial showing how to write plugins for Godot using the new nativescript 1.1 C++ bindings. Nativescript 1.0 tutorial in the …
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Thanks! This was really helpful!
This was soooo helpful. Thanks a ton!
Thank you so much for this. I really needed C++ for a few parts of my game prototype to gain performance – now I feel like I will actually be able to stand a chance!
Damn I'm getting errors from godot-cpp trying to compile the new files and rest of the files in gdtest in scons.
I've tried this twice on two different computers and I can't figure out what I'm doing wrong. I follow your tutorial to the tee and get up to 8:30 when compiling our Godot project. Godot throws an error "No valid library handle, can't terminate GDNative object" Any ideas of what could be going on? using Godot 3.1 With Nativescript 1.1
Finally, somebody more or less demistified using C++ in Godot for me.
Amazing…tutorial is great and Godot is AWESOME!!
In my opinion C++ syntax is literally a mess. It's very far from any other programming language, but unfortunately there are not many other options which are compiled to machine code. I would much rather prefer just plain old C. It might be just me that is used to other languages' syntaxes – in this case my opinion is subject to change – or C++ might really be so illogical. Never the less, I will have to learn C++ sooner or later.
https://godotdevelopers.org/forum/discussion/20411/gdnative-scons-generate-binding-error#latest
I'm getting this error. Can you help me?
Followed the instructions but when i compile and build the scene it crashes… i remove the compiled Dylib and it builds the scene successfully. idk whats happenning
Not sure if you can help me out but I've been trying to get the GDNative code to work using Visual Studio Code. Unfortunately the scons gave me a compile error:
" C1083: Cannot open include file: 'Godot.hpp': No such file or directory"
I went into c_cpp_properties.json to include the path of where I could find the hpp:
""includePath": ["C:\Path-to-Library\godot-cpp\include\core\**"],"
But this still gave me the same error in scons…
I know you used Sublime text editor to edit but couldn't use it because of purchasing license. Visual Studio Code on the other hand is free and I thought it could work, any ideas on how to fix this? Thanks!
at 3:12 in your video, i see you got a bin folder, but i didnt get a bin folder… the only directories i have and still have after building is:
godot_headers
include
src
.gitattributes – text document
.gitignore – text document
.gitmodules – text document
.sconsign.dblite – DBLITE File
binding_generator.py – Python file
binding_generator.pyc – Compiled python
godot_api.json – json file
godot-cpp-3.0.windows.64.lib – object file library
LICENSE – file
Makefile – file
README.md – md file
SConstruct – file
i dont see a bin folder as said, i looked through some of the messages of when running the command "scons platform=windows generate_bindings=yes" and i dont see an error messages, just warnings like some that you had… i did download the 3.0 version both header and cpp folder from github, any help would be great.
Please note, as of the 7th of November 2018 Nativescript 1.1 is now part of the master branch of Godot-cpp.
Thanks! That's Great video : ]
Brilliant video, thank you very much for this.
My question is, is C++ actually faster when it comes to using the GODOT APIs? I mean, I know C++ is a lot faster in general than GDScript however if the way C++ communicates with the GODOT engine is slower than the way GDScript does, that would make GDScript better at certain things than using C++ directly.
Any ideas?
Is there a way to replicated yield from GDScript? Probably a bit like how it is done for the C# bindings GodotSharp/mono/glue/cs_files/SignalAwaiter.cs.
I am just not sure how to do that in c++ probably using std::future but dont know where to start.
I stopped on 1:59 my computer says "git 'is not recognized as an internal command "what should I do?
Sp nativescript only works for make modules in godot and not like a replace of gdscript??
more people should watch your channel. awesome tutorials. thank you for your great channel
Awesome, thanks for making this video, there is not much video about GDNative.
Please add sublime text and scon configuration tutorial also. I am switching from LibGDX to godot and want to use c++ for scripting and every thing..
Top, would you be interested in using my music for free? Cant wait to see more!
Good video, But it is better to create a series of video which explain lot more, I am not very good at C++,
Stuck at 6:20 with this error:
`
g++ -o src/library.os -c -fPIC -g -O3 -std=c++14 -fPIC -I. -Isrc -Igodot-cpp/godot_headers -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen src/library.cpp
src/library.cpp:1:10: fatal error: Godot.h: No such file or directory
#include <Godot.h>
^~~~~~~~~
compilation terminated.
scons: * [src/library.os] Error 1
scons: building terminated because of errors.
`
I am pretty sure I did setup everything just like you did. What could be the problem?
Hi Bastiaan! Great video as always and thank you for your work in promoting the Godot Game Engine! In the video, you metion it is possible to make the .gdnlib and the .gdns files in the Godot interface. Could you tell me how? I can't seem to find where.
great video! contains a lot of useful info in an easy to follow and compact format
I laughed so hard when you ran scons. Compiling has never been that much fun 😀
The last time I was using this, I remember having to point to a lot of DLL files. Is that step no longer necessary?
Thank yooooo, i asked for this in the subreddit 6 months ago, and today after three weeks i just opened reddit by accedent and found this, i'm lucky 😀 r/godot/comments/7oj958/can_someone_please_make_a_gdnative_video_tutorial
Thanks, I waited a lot of time for that.
Would you be able to show how to make a Nintendo Switch game?