Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Import Plugin for Godot ? #16

Open
Jeremi360 opened this issue Jun 2, 2022 · 14 comments
Open

Import Plugin for Godot ? #16

Jeremi360 opened this issue Jun 2, 2022 · 14 comments
Milestone

Comments

@Jeremi360
Copy link

Will/Can you made import plugin for Godot ?
Godot if you didn't know is Open Source 2D and 3D game engine: https://godotengine.org
I'm working on Rakugo a tools kit for crating Visual Novels, Point & Click Adventures and RPGs for Godot: https://rakugoteam.github.io
And I think your tool would work in with Godot/Rakugo.
There are D-lang bindings for Godot: https://github.com/godot-d/godot-d

@LunaTheFoxgirl
Copy link
Member

LunaTheFoxgirl commented Jun 2, 2022

I want to eventually get around to making versions for Godot and Unity, but it will first be when the spec is more complete. Of course other developers are free to implement the spec in their engine of choice in the meantime.

The main problem with supporting Inochi2D in Godot is the fact that we use stencil buffers, which Godot does not currently support; so a shader based workaround would have to be implemented in godot.

@LunaTheFoxgirl
Copy link
Member

I also think that @you-win was working on a Godot port? But I'm not sure how far they got.

@Jeremi360
Copy link
Author

I want to eventually get around to making versions for Godot and Unity, but it will first be when the spec is more complete. Of course other developers are free to implement the spec in their engine of choice in the meantime.

Is great to hear that :D , I just joined your Patreon.

I also think that @you-win was working on a Godot port? But I'm not sure how far they got.

Okay I will check that.

@you-win
Copy link
Contributor

you-win commented Jun 2, 2022

I was/still am planning on a Godot port. My current focuses are (in order):

  1. Finishing up the next minor release for puppeteer
  2. Adding mediapipe support
  3. Working on inochi2d/live2d in tandem (with some work already in progress here)

@LunaTheFoxgirl
Copy link
Member

LunaTheFoxgirl commented Jun 2, 2022

At this point Inochi2D is usable for vtubing use, so you should be able to start implementing the spec.

@LunaTheFoxgirl LunaTheFoxgirl added this to the Post-1.0 milestone Apr 16, 2023
@LunaTheFoxgirl
Copy link
Member

I've found a potential solution for adding Inochi2D support to godot through a plugin that adds a new node type. If it pans out the plugin will be made for Godot 4.

@Jeremi360
Copy link
Author

I've found a potential solution for adding Inochi2D support to godot through a plugin that adds a new node type.
If it pans out the plugin will be made for Godot 4.

Is grate to hear that 😄

@GreatestFool
Copy link

I'm certainly interested in seeing a plugin of some sort.

@LunaTheFoxgirl
Copy link
Member

LunaTheFoxgirl commented Sep 19, 2023

I'm certainly interested in seeing a plugin of some sort.

A plugin is planned to be implemented via GDExtensions, it will only be made for export targets that supports RenderingDevice, though.

@LunaTheFoxgirl LunaTheFoxgirl modified the milestones: Post-1.0, 0.9 Sep 19, 2023
@GreatestFool
Copy link

That's fine, I'm not sure how else you would implement this considering Godot proposal 3373 didn't really pan out. Maybe someday they'll expose everything and make it easier to implement without making a custom implementation ¯\_(ツ)_/¯

How much manual work does the planned implementation leave to users of the plugin? I'm assuming it'll be necessary to set up a custom shader or something of some sort? I haven't used the RenderingDevice functionality, so I don't really know much more than a little reading can teach.

@LunaTheFoxgirl
Copy link
Member

That's fine, I'm not sure how else you would implement this considering Godot proposal 3373 didn't really pan out. Maybe someday they'll expose everything and make it easier to implement without making a custom implementation ¯_(ツ)_/¯

Yeah...

How much manual work does the planned implementation leave to users of the plugin? I'm assuming it'll be necessary to set up a custom shader or something of some sort? I haven't used the RenderingDevice functionality, so I don't really know much more than a little reading can teach.

Ideally very little manual work, plan to do some trickery with adding Inochi2D models as an asset type to Godot via GDExtension so that some transformation can be done to the file on-load to convert a model in to a singular node.

@GreatestFool
Copy link

Sounds good. I'll just cross my fingers in the meantime, considering I likely won't be of any help lol. Good luck to you all, and thanks for making the project :)

@almondlynx
Copy link

Is it still in works? This would allow me to do so, so much

@LunaTheFoxgirl
Copy link
Member

Is it still in works? This would allow me to do so, so much

It's planned for 0.9, work is underways but I'll first go full in to development on the update after the holiday season (starting January) some of the components are already in the works, such as numem which is neccesary for integration with game engines, as D's GC was causing too many collissions with other memory managment strategies.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants