Stan Prokop

Results 11 comments of Stan Prokop

I have to say that state of the project is very unclear to me as well. Is there a stable team of people behind it? Doesn't seem so. Is it...

> but keep in mind 20 years ago the technical challenges were quite different - toolsets, debug-ability , access to information and trainings. The scale of projects has changed too....

> Can the scripting language and its "VM" and codecs for assets be implemented in the second layer? Because that's a must for falltergeist, otherwise it can't be compatible with...

@adamkewley I think we all here are on the same side, we desire to have an open-source port. I'm sure that replacing raw pointers to properly owned pointer wrappers from...

@pontaoski frankly it doesn't seem like the owner is interested in continuing the project in the first place. See #240. Also qmlnet formally seems to be only [one developer](https://github.com/orgs/qmlnet/people). (I'm...

> we don't have to track the Godot API changes because we get the binding informations at runtime using the GDnative reflexion feature. I wonder how often Godot API breaks...

Btw, an alternative approach might be stub files: https://www.python.org/dev/peps/pep-0484/#stub-files

These are good points. I guess they are the reasons why the C# binding is bundled with Godot and released separately. From a user point of view, I don't mind...

> So far I've added a tools/generate_godot_bindings_module.py script that does static binding generation by reading as input Godot's doc xmls @touilleMan if it turns out to be a usable solution...