hxgodot-cpp
Integrate Haxe and its hxcpp target runtime via the Godot 4.x GDExtension into Godot 4.x.
What?
There always was interest from the Haxe community and I think it would be great it can work with Godot, but somehow it never materialized into anything. - Godot's Project Lead Juan: https://twitter.com/reduzio/status/1548236136551632900
Let's make this work.
This is an early (pre-alpha) Haxe-hxcpp project that builds a dynamic library that can be loaded by Godot 4.x.
Goal
The goal is to evolve this project into a full library that allows writing extensions and new nodes in Haxe and eventually allow for cppia-scripting.
Getting started
- Check out and build the Godot master(debug+tools) to have a working Godot 4.x Editor.
- Then clone this repository and init the godot-headers submodule:
git submodule update --init --recursive
- Build the library:
make debug
. This will build a dll intotest/demo/bin
- Open your Godot4 editor and load the project that's located in
test/demo
. - The project will load a demo project and in the scene inspector you will find a node called
HxExample2
that instantiates the included Haxe-classsrc/HxExample2.hx
and runs an attach script calledtest.gd
Debugging
- Windows: Startup your VisualStudio and setup it up to launch your compile Godot 4.x executable with the test-project defined on the cmdline.
<path to godot binary> -e --path <included test project folder>
You should be able to step through the code on both sides(godot & hxgodot) and see what's going on.
What's missing
See the https://github.com/dazKind/hxgodot-cpp/issues
Contribute
You know cpp, Haxe and would love to have a lasting impact when it comes to opensource gamedevelopment?
Then join the effort here!
To get in touch, visit the #haxe discord(https://discord.gg/VR6S5uft), via twitter(https://twitter.com/dazKind) or via michael.bickel[at]gmail.com.