@enzienaudio Sorry to hear that heavy is shutting down, but I want to give you my thanks for releasing it under GPL. The open source community is sure to do some awesome stuff with it.
@Fergus_L@enzienaudio With my current implementation you have to recompile the editor for each patch that you add. Have you worked out how to load a module dynamically?
Just finished the first working version of a CLI that wraps #heavy source code up as a #godotengine module. Probably not the most elegant way to integrate Godot and heavy, but it works for my purposes. @enzienaudio
https://t.co/W6kNOj3fbj
@enzienaudio Godot has it's own scripting language (GDScript) and also supports scripting in other languages (C#, C++). By wrapping patch code up as a C++ module you can expose all of the patch events and params to the scripting engine. So similar to why there's a Unity target.
@AMastryukov The way that Rigidbodies are handled seems wacky. There are KinematicBodies and Rigidbodies, but Rigidbodies can be in Kinematic mode. Difference is unclear. The beauty of it being open source is that I can look at the implementation and maybe change it to what makes more sense.
@AMastryukov There are some things in the engine that make you think 'Why is this like this?' and it can be hard to get an answer. You can ask the community, but no one is obligated to answer you. You can look at the source code, but again you might not find a clear answer.