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by milliams
1226 days ago
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There's an ongoing discussion at [1, 2] which highlights an important difference between GDNative and GDExtension in terms of what the developers expect them to be used for. A lot of people were using GDNative as a way of writing game logic in other programming languages (particularly I've seen this with Rust), but GDExtension seems to be designed to allow people to write editor plugins (e.g. things like a voxel node type, or a custom GUI tool). Each pligin currently seems to provide a custom Node in its own right, not the ability to hook into existing nodes. This is why at the moment, you cannot live-reload a compiled GDExtension library, as the assumption is that it's a product that being provided to the user of the editor, not something which the game developer is directly creating. I think there might be some mechanisms/hooks to allow this to work as wanted, but it has to work quite differently. [1] https://github.com/godotengine/godot-proposals/issues/4437
[2] https://github.com/godotengine/godot/issues/66231 |
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