swift

Abandoning Swift Bindings for Godot

After putting about two weeks of effort into creating Swift bindings for the Godot engine, I’ve decided to abandon the idea. Here’s what I got working: Use api.json to generate Swifty wrappers around Godot’s classes Register custom classes that extend a Godot class (godot-cpp does this) or have a Godot instance as an attachment (godot-rust does this) Register methods associated with these custom classes Callbacks and virtual functions work (_ready, _process etc.

Swift Build Generates Unexpected File

Yesterday, I started playing around with Swift 5.2 on Linux (Ubuntu 20.04). This is mostly motivated by my desire to see if I can create a Swift module for the Godot engine. I started - as you’re supposed to - by using the Swift Package Manager to create a new package. The final form of this package is supposed to be a dynamic shared library, one that will be loaded by the game engine.