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Asked By
kc
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Published before Godot 3 was released.
edit 2020
the repo for gdosc as gdnative is
Assume that I have really poor general programming skills, but am capable of autodidacting the required skill set to perform specific tasks, how does one implement the above repo in a project
EDIT: 2018
it looks like Michal Seta has been working on a plugin which seems to be nearing general public usefulness.
Well, GDNative is basically built for integrating interactions with 3rd party code into the scripting engine.
You might first take a look at this OSC C# interface as C# was just recently added to Godot 3.0 as a first-party language (it’s still getting refined, but as long as the C# code is compatible, I don’t see a reason not to use it instead, aside from potential efficiency reasons).
If that doesn’t work out, then this OSC C++ interface sounds like it should be able to integrate into GDNative C++ pretty well.
thank you for the clear and helpful reply.
I will investigate and report.
kc | 2017-10-29 10:03
I wonder how hard would it be to convert an OpenFrameworks addon into GDNative… There’s hundreds of C++ addons here ofxaddons.com
To create a proper audiostream that integrates with the editor, you cannot use gdnative. You must use C++ modules
I don’t care about this code in particular. This code example I wrote is an example of how you can queue a byte stream. This code assumes the input is mono 16 bit pcm. You can easily change it to accommodate 32 bit floats etc.
no i am not.
I want to have Godotengine receive instructions via OSC.
I am actually working on an OSC module that uses oscpack, linked by @Will Nations. It’s not ready yet for public consumption and right now I am only supporting a subset of data types (float, int32 and string) to satisfy my immediate needs. I am new to both Godot and C++ so I am not even set on architecture but once I got the basic functionality working I will worry about discussing how it should be integrated into the engine. Right now I have two dedicated modules, one for receiving OSC messages, another for sending. Stay tuned, I will go public once I get through some hurdles and it’s actually minimally useful.
Hi @Michal,
would you be kind and release you early work as it is ?
I am also in need of some basic OSC communication and would take ages to even have a start (was looking at liblo), but doing double work is not interesting
having some start would also help more advanced coders to look at and help it grow faster…
Thanks @frankiezafe for chiming in. It now apparently compiles on a computer that is not owned by me, which is a good sign. The workflow at this point is a little clunky but I too will start using it for a real project so I will have better ideas for further development. If anyone else tries it, please report any issues and ideas directly in the repository.
Good luck
Michal Seta | 2018-03-14 19:27
OP here,
I have changed the original post to reflect my support for the gdosc direction.
I will be attempting to learn how to compile Godot and then implement the plugin.
tar zxvf gdosc.tar.gz will unpack into a directory called gdosc. Copy the directory into modules folder of your Godot installation. It’s a 64bit build, done on Ubuntu 18.04 but should work on any reasonably recent 64bit Linux.
Please note, that there no plans to maintain this module. Instead, I am planning to rewrite it as GDNative plugin.
Thanks for the link.
kc | 2018-10-19 15:52
This is all really excellent and much kudos for making it possible.
I have some questions regarding some documentation on how to actually make the