So, everything is a success! I got scons, I pressed the compiled button and I turned over 20 million lines of source into my beautiful, personal toolbox executable for me to tinker with… What next?
I want to test some extending myself. I originally came this far though because I wanted to work with GDExtenstion with my actual favorite languages, D and Swift. Both of which have a GDExtension. I have read the documentation for the Godot Engine and I am a bit confused on how it works. I don’t even know how to use specifically those two extensions tbh, but I know that is out of scope.
I am on GCC 14.1.1 as my default, but I also clang version 17.
Semi-Related, I also want to build my own language and related tools for binding to Godot. I know, big aside. My question essentially is "What do I do if I want to test and use gdextension, the engine and submit changes back/forth? What resources are considered most and least important for me to read?
Annyway, glad to be a godotneer now! Please be nice, I am new here!
There’s not much material out there on GDExtension. Don’t be intimidated about reading the source code though.
It may help to use a bit of the official C++ GDExtension before diving into the D or Swift GDExtension. I haven’t tried the D or Swift GDExtensions yet, so this may not apply. The C++ GDExtension has a nice debugging experience with LLDB. AFAIK, you use LLDB with Swift too.
Thank you for the warm welcome!
I greatly appreciate it and I am not in any rush. I am currently trying to use LLDB in general yeah.
I did see that talk as well! I thought it was very insightful and technical as well. I frequent it sometimes especially lately.
Just that if I can test and fix bugs! Nothing special! Other then Linux, I actually use Windows too but I havent tried compiling but I expect too many if anymore hoops there too.