Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | steely | |
Old Version | Published before Godot 3 was released. |
I’m considering a project that would include most of the world simulation code within a GDNative module for performance reasons.
Is there a best practice for transferring large amounts of data in and out of a GDNative module, or otherwise allowing Godot to read data from a GDNative module? I would usually only need to display a small subset of the world state at any given time, but it might be fairly heterogeneous - a lot of different objects and state-tracking enums.
Speaking of enums, I heard that they were fairly recently added to GDScript. Is the syntax similar enough to C++ that I could create a single enum header file that would compile in C++ and also run in GDScript? If not, is there another way to synchronize this kind of info into one place?
why gdnative? you can create separate threads in a regular godot module.
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hungrymonkey | 2018-05-09 23:48