Top Tweets for #gdnative
I am currently porting the @fmodstudio integration for @godotengine to Godot 4 - feedback is always appreciated!
#cpp #gdnative #audio #fmod #godot4
https://t.co/bwUuUIboRg
Alright, #Lua #PluginScript 0.4.0 is released in #GodotEngine's #AssetLibrary!
What's new:
- Support for iOS
- Fixed a weird ABI bug in Linux x86_64 + Mono
- New `export` function for exporting properties, `property` doesn't export by default
#gamedev #tools #GDNative #indiedev
A couple of days ago I finally made #Lua #PluginScript run on #iOS! 🎉 (after lots of pain and suffering)
🇧🇷Uns dias atrás finalmente consegui rodar Lua PluginScript no iOS! 🎂 (depois de muita dor e sofrimento)
#gamedev #tools #GodotEngine #GDNative #indiedev
#GodotEngine で #GDNative を使った場合、それをちゃんとHTML5出力できるのか?と思ったんだけど、ドキュメントを見る限りでは可能みたいじゃ。
https://t.co/Y4HU86KSy5
Developers using #GodotEngine in #MacOS, #Lua #PluginScript is now prebuilt for #OSX!
The .dylib ain't codesigned yet, so one would have to sign it or explicitly open it in Finder and give permission to run, but it's a good start =]
#gamedev #tools #indiedev #LuaJIT #GDNative
Also adding to the plugin several utility nodes to create a wide variety of bullets patterns!
Here's a short demo, you can also customize the bullets spawning with curves and much more!
#GodotEngine #gamedev #GDNative
Hey, #godotengine #gdnative folks! Is there an easy way to check if a value within a Dictionary is either a String or a number?
#Lua #PluginScript 0.2.0 released!
Highlights to the new Package Path/CPath project settings, making it easier to use modules installed locally, e.g. via #LuaRocks! ;)
#gamedev #tools #GodotEngine #LuaJIT #GDNative #indiedev

Proud to anounce that #Lua #PluginScript is now available in #GodotEngine's AssetLib and takes only a couple clicks to install =D
🇧🇷 Feliz em anunciar que Lua PluginScript está disponível na Asset Library, super fácil de instalar =D
#gamedev #tools #indiedev #LuaJIT #GDNative

Nodes and resources icons are now in place!
Next, going to code a variety of data-driven bullet behaviours.
#GodotEngine #gamedev #GDNative #plugin

With a bit of inspector magic the native C++ bullet hell plugin is shaping up well!
Each type of bullet is configured with its own resource, and different resource types will give different behaviours.
#GodotEngine #gamedev #GDNative

A week ago my #PluginScript for using #Lua on #GodotEngine appeared in a short video tutorial and I just discovered this a couple of days ago!
How cool is that? 😎
#gamedev #tools #plugin #LuaJIT #GDNative
Want to use the #GodotEngine but would rather work in the #Lua language? Well now it's obscenely easy with Godot Lua PluginScript, a GDNative based addon, that makes adding Lua support to Godot a breeze.
https://t.co/H33itwGa0H
#gamedev #indiedev
Barebones REPL editor plugin for Godot #Lua #PluginScript!
Planning the first release this week!
🇧🇷 Plugin de editor com um REPL basicão pra Godot Lua PluginScript!
Planejando o primeiro lançamento essa semana!
#GodotEngine #gamedev #tools #LuaJIT #GDNative
Second article published at @hashnode! 🍾
Groundwork: how to build the skeleton of a #GDNative + #PluginScript library for using #Lua as scripting language in #GodotEngine
Next time I'll be adding #LuaJIT and using some FFI, see you soon!
https://t.co/NaBYPzv6J8
#plugin
I'm really liking this #GodotEngine #PluginScript thing, with a simple callback like "if not load_script(script_source) then return error" validation is readily integrated with the builtin code editor, so awesome!
#gamedev #tools #GDNative #Lua #LuaJIT

I just published my first article at @hashnode 🎉
It's about how I'm approaching the development of a plugin for using #Lua as a scripting language in #GodotEngine
First stop: project design, see you there! =D
https://t.co/WpLbbPF8mk
#GDNative #PluginScript #plugin #LuaJIT
Why would I use the built-in Color Picker in my project when I can make things much harder creating my own from scratch using GDNative Rust?
#GodotEngine #GDNative #Rust


This will be the shell the player dynamically builds from asteroid ice. All generation and destruction code is now in #GDNative C++, so it runs far faster. I may retry this with a Vogel disk sampler to give it a less chaotic look than the asteroids
#GodotEngine #GameDev #IndieDev
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