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Godot Module Manager: A GUI for installing/uninstalling and building modules into Godot Engine #16

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willnationsdev opened this issue Sep 18, 2018 · 2 comments

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@willnationsdev
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Create a GUI program for installing/uninstalling modules from GitHub and building Godot from source code. Thinking something almost like npm/pip, but strictly for making Godot builds.

@willnationsdev willnationsdev changed the title GodotScons: Godot Module Manager GUI Godot Module Manager: A GUI for installing/uninstalling and building modules into Godot Engine Sep 18, 2018
@willnationsdev
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The main goal here is to encourage the average user to employ modules (since they are honestly a lot more powerful and a lot easier to implement than GDNative libraries).

This project would also potentially lighten the load on Godot Engine devs since they can now more readily assuage users' concerns about a feature inclusion by outsourcing it to a separately-installed module.

Features for this would be similar to the Godot project manager, only this would be for Godot Engine installations.

  • Maintain a list of existing Godot Engine installations.
  • Import an installation (or set of installations via folder selections)
  • Maintain a cache of existing modules.
    • this would require particular tags to be assigned to online repositories. "godot-module" or something. We could then use a web API to query the service to see if there are any repositories with those tags and if so, add them to our list.
      • Check to see if there's a way to also grab the README data. Would be nice if we could render content in the app, similar to what VS Code does with its extensions.
    • Try to support as many platforms as possible. Make sure contributors can extend it easily.
  • Download and install modules from external sources listed in the module cache.
  • Generate a module's boilerplate code for a given Godot Engine installation (to make a new module).
  • Generate a class's boilerplate code for a given Godot Engine module (to make a new class for the module).
  • Delete a module from a Godot Engine installation.
  • Toggle the presence of a module for a particular installation (just moves the directory out temporarily).
  • Usable in a command-line format as well.

@willnationsdev
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Note that this may be less significant if a lot of headway is made on the Godot-Builder repository (which would make it much easier to build the source code for GDNative plugins).

However, modules still have the distinct advantage of you not having to compile them separately for your target platform. E.g. I don't think NativeScript C++ works with the web export without manual work, but modules should work just fine (Is this accurate?).

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