Comments (5)
alternatively a .gdignore
file can be put in the source/build directory, then Godot won't attempt to import the obj files.
from gdnative-demos.
Any update on this issue?
from gdnative-demos.
Since the SConstruct
has to interact with the project folder to save the compiled file, what about something like this?
sample
SConstruct
src/
sample.c
project/
project.godot
main.tscn
gdnative/
libsample.gdnlib
sampleobj.gdns
windows/
libsample.dll
Also, would it be better if the GDNative files in the project were instead in addons/sample/
or something? Maybe this works better for some projects than it does for others?
from gdnative-demos.
Closing since this has been solved. All projects in this repo now have the C/C++ files separate from the project files.
from gdnative-demos.
Since we have .gdignore
in Godot to prevent Godot from trying to important .obj
files or anything else in that folder, I'm wondering if this is necessary anymore, and if either way would work fine.
from gdnative-demos.
Related Issues (19)
- simple_get_data leaks memory
- add windows example HOT 3
- what about android/ios builds HOT 13
- How do I run the C++ demos on OSX? HOT 2
- Request: Demo of an EditorPlugin HOT 4
- GLFWDemo is outdated to the api and the headers
- Need to make target=release work on linux and mac HOT 1
- Unknown template GodotScript HOT 2
- Add a README file to the repo HOT 1
- Add README files to all projects in the style of godot-demo-projects HOT 1
- Move the WebRTC demos to this repository HOT 2
- gd native
- Linux. GLFW Crash after terminating the Godot Project HOT 2
- Windows running cpp/simple project results in failure. HOT 3
- Samples are out of date, and don't compile cleanly on Windows 10 HOT 4
- trying to build the demo Simple i get fatal error: 'gdnative_api_struct.gen.h' file not found HOT 7
- godot_native_init not found HOT 3
- Sconstruct not update path include .cpp .hpp HOT 5
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