All Projects → frank-lesser → Godot3-Win64-LSW-Build

frank-lesser / Godot3-Win64-LSW-Build

Licence: other
Modularized build of Godot 3 ( Win x64 ) with MSVC without SCons will be updated after Godot 4 is published

Projects that are alternatives of or similar to Godot3-Win64-LSW-Build

GodotRetro
A pack of retro shaders to Godot!
Stars: ✭ 196 (+988.89%)
Mutual labels:  godot
godot box2d
A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
Stars: ✭ 32 (+77.78%)
Mutual labels:  godot
godot recipes
Lessons, tutorials, and guides for game development using the Godot game engine.
Stars: ✭ 135 (+650%)
Mutual labels:  godot
ScareCrow-CobaltStrike
Cobalt Strike script for ScareCrow payloads intergration (EDR/AV evasion)
Stars: ✭ 387 (+2050%)
Mutual labels:  dll
python-installcab
Install individual components from cab installers into wine
Stars: ✭ 28 (+55.56%)
Mutual labels:  dll
godot-cpp-ci
Docker image and Github Actions to automatically compile Godot C++ GDNative libraries.
Stars: ✭ 21 (+16.67%)
Mutual labels:  godot
SuperCTF
A multiplayer capture the flag game made in Godot with love and blood. Running live at www.superctf.com
Stars: ✭ 26 (+44.44%)
Mutual labels:  godot
gdinv
More or less universal inventory system plugin for Godot Engine (3.3+). Data-driven.
Stars: ✭ 69 (+283.33%)
Mutual labels:  godot
Unidot-Importer
Godot Addon to import .unitypackage and other assets designed for Unity Engine.
Stars: ✭ 42 (+133.33%)
Mutual labels:  godot
Space-Frontier
A reimagining of the game of my childhood - Stellar Frontier
Stars: ✭ 18 (+0%)
Mutual labels:  godot
godot-extras
My collection of various plugins, modules, or patches for Godot
Stars: ✭ 108 (+500%)
Mutual labels:  godot
dll-diagnostics
Tools for diagnosing DLL dependency loading issues
Stars: ✭ 24 (+33.33%)
Mutual labels:  dll
autotiler
Autotile 47-tile blob tileset generator application with Godot export support. Based on Electron JS.
Stars: ✭ 32 (+77.78%)
Mutual labels:  godot
Realistic-Atmosphere-Godot-and-UE4
A realistic atmosphere material for both the Godot game engine and Unreal Engine 4
Stars: ✭ 119 (+561.11%)
Mutual labels:  godot
VisualNovelKit
Combo of addons + template to create narrative games in Godot inspired by Ren'Py
Stars: ✭ 78 (+333.33%)
Mutual labels:  godot
Moonwards-Virtual-Moon
Development continues on Unreal, in the MoonwardsUE repository
Stars: ✭ 97 (+438.89%)
Mutual labels:  godot
xamarin-bugly
A bugly SDK for Xamarin Android Bindings
Stars: ✭ 22 (+22.22%)
Mutual labels:  dll
godot-engine.supabase
A lightweight addon which integrates Supabase APIs for Godot Engine out of the box.
Stars: ✭ 39 (+116.67%)
Mutual labels:  godot
Record-Audio-on-Windows
A Go program that uses winmm.dll to record audio to a WAV file.
Stars: ✭ 28 (+55.56%)
Mutual labels:  dll
adduser-dll
Simple DLL that add a user to the local Administrators group
Stars: ✭ 48 (+166.67%)
Mutual labels:  dll

Godot 3.1-dev-Win64-LSW-Build

Modularized Win x64 build of Godot 3.1-dev - without SCons

I am currently working on a major refactoring, next release is planned for mid October 2018.

The new Godot 3.1-dev LSW build will be in synch with 3.1 - dev. Here is a change-log for the build.

DLL components of the build are described here

It is build from a MSVC 2017 solution with 291 sub-projects. The main intention is to allow a faster engine-development & produce an Godot executable which is small and startup fast and can be easily updated & extended by replacing or adding small DLL's.

Godot-LSW extensibility explains my plans for those interested in extending my GD build.

The modularized build has many advantages. The Godot-engine has not to be rebuild if new modules are added. New libraries can be used by pre-loading them in the [singletons] section of the project.godot file, or dynamically by adding a pre-load statement at the beginning of the GDScript using the GDNative class like in

New in build v. 2018-8-10 ( Synch with 3.1 dev-master from 7. August 2018 )

  • the build has been synchronized with 3.1 dev-master commit 9bd5315 v. 7. August 2018

The latest build comes with new GD-Native DLLs which are in the subfolder gd-modules: Projects.7z contains the test & demo projects edited to work with this build of Godot3-LSW

  • Mono DLL, Mono Win64 needs to be installed,

    demo in GD-Projects\CSharpScript\monkey_pong

  • libopenmpt is a cross-platform C++ and C library to decode tracked music files (modules)

    demo in GD-Projects\Libopenmp

  • SQLite - a SQL database engine

    demo in GD-Projects\SQLite

  • Steam SDK

  • Midi - without example based on RTMidi, the tests from rtmidi/tests/ needs to be converted to GDScript.

  • Native-Dialogs FileDialog, ColorPicker & MessageDialog as a start

    demo in GD-Projects\GUI\NativeDialogs

  • OAML Open Adaptive Music Library

  • PDF PDF-Creation from Godot

  • XML Exporter based on pugixml

  • various modules found on Github (see changelog.md)

  • Added logging option for emit_signal

The following modules are WIP and will be published soon:

  • LuaScript

    already present as DLL - LUA projects are now recognized & LUA is integrated as a Scripting choice in the GD_Editor. LUA is shown in the GD-Script Editor but can not be executed yet. demo in GD-Projects\LuaScript\HelloWorld

  • PythonScript

    The build contains pythonscript.dll which will allow in a later build to use PythonScript in the current build it is not functional yet.. It is based on Python 3.64. No Installation of Python is needed. The Python 3 interpreter is included in the Module_PythonScript.dll.

  • GoogleTest

    based on Steam SDK 1.42. the Functions & Features listed in GodotSteam should work on the Steam class instance.

While my current build is Windows focused I keep attention not to loose the "run everywhere" strategy - but it will made differently - building all versions with MSVC (X Versions will load the DLLs ( deployed as special Binary Blobs ).

Godot3-lsw.exe with DLLs 7z-zipped :

  • Godot3-LSW.exe (~200 KB) with 221 DLL's

    Unzip in a new folder.

    This build contains the possibility to get meaningful stack-trackes in case of crashes. Download the pdb 7z, unzip it into the folder of Godot3-lsw.exe. In case of an engine crash you should see the execution-stack in the log. To see a stack-trace use the Godot3-lsw-console.exe.

  • it is now possible to specify wheter warnings/errors/failures should be logged in extended (including source file-name ) or short form:

    logging/file_logging/enable_file_logging = true
    logging/file_logging/log_path = "C:/Dev/Godot3-LSW//godot-log.txt"
    logging/mode/short=true # omits the filename & line-number
    logging/mode/errors=true # allows filtering of ERROR_* entries
    logging/mode/warnings=true #allows filtering of WARN_* entries
    logging/mode/fails=true #allows filtering of FAIL_* entries
    logging/mode/deferred_calls=true #allows filtering of deferred_calls
    logging/mode/emit_signals=true #allows filtering of emit_signal
    
    • A new command-line argument has been added to make it easier to connect a debugger at startup: IF -StopMB is added as the last argument and the Godot3-LSW-console.exe is used a small MessageBox is displayed at the very beginning of the Engine-startup, allowing to connect Visual-Studio as debugger. Don't forget to install the Symbol-files from the accompanied the pdb 7z in the root folder to get meaningful debug information.

changes wrt. Godot 3.1 dev-master see new Changelog

Features planned

  • Dynamic loading of almost all DLL's - including DLL-Updater

    Currently most of the DLLs are loaded at Engine-startup. Dlls in folder gd-Modules are loaded via the new C++ GDNative mechanisn. I am working on loading almost all Module_*.dlls on demand via the GDNative-C++ mechanisn. GD-Native modules will be downloadable from my side (www.lesser-software.com). The Asset-Library Installer tab in the Project-Manager allows already to select this side for download.

  • Editor improvements based on Scite

  • Debugger improvements ( In-Process Debugger)

  • Finishing the Bindings to LUA & Python & PyPy.

  • JIT for GDScript

  • LZMA infrastructure, allowing all resources to be compressed in 7z-LZMA format.

  • Win64 debug builds, Win32 build & debug builds, ARM64 builds

  • Godot3-LSW SDK ( source-compatible to 3.1dev-master, allows C++ programming in Godot3 without GDNative )

  • Godot-Boost C++ extension

  • More Language Bindings tighter integrated with Godot:

  • More framework Bindings:

  • Engine Improvements:

I am working also on a SDK for my Godot3-LSW Win x64 build which will allow to add GD-Native modules easily. In contrast to the GD-Native from the main dev you can use the whole GD-class hierarchy without the restriction to have a plain C-Interface. Your GD-Native module can be a C++ DLL. The next compiled documentation will contain a Module Item to easily now which module must be preloaded for a certain class. Also The documentation will reflect when methods/classes are only available in my build but not in the main.

Last minute notes

*.gdnl and *.gdnslib files in gd-modules sub-folder contain hard-coded paths & need to be adopted to your local installation path to work.

Please fee free to contact me (email:[email protected])

Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].