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Godot Game Engine TorchSharp Environment #1032
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Is this an issue or a discussion? What specific action are you looking for from the maintainers? |
I solve the problem. Create issue for future Godot users coming to TorchSharp
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As mentioned high up on the README page: We recommend using one of the 'bundled' packages: TorchSharp-cpu, TorchSharp-cuda-windows, or TorchSharp-cuda-linux. They will pull in the right libtorch backends. |
@NiklasGustafsson |
okay, this kinda begs the question -- Godot builds for different platforms. Which one does one use (the package) for something like that? |
The question of platform is (unfortunately) tied to libtorch as well as TorchSharp. libtorch supports Windows x64, Linux x64, Linux ARM64, MacOS x64, MacOS M1. You can supposedly build it from source for other platforms, per my understanding. Of these, we haven't tested TorchSharp with Linux ARM or MacOS M1 (because I don't have the hardware for either). |
@NiklasGustafsson |
No, thanks! :-) |
@NiklasGustafsson |
So, different projects for different build platforms. |
Not quite -- the TorchSharp-cpu package pulls in Windows/Linux/MacOS x64, so for those, you don't have to do anything special. If you need a CUDA backend, it's different. They are huge (2-3GB), so we don't pull them in by default. |
okay, cool. Also, I saw that llama.cpp (github project) has a PR (at the time I saw it) that made use of the nmap? c++ command that allows the model files to be mapped as memory space (like a dedicated swap file) and I was wondering if TorchSharp has something like that or could work with something created in c# to do that? (Probably should have asked that on a different topic/issue. my bad) |
Yeah, turn that into a feature request... |
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This is WIP to figure out how to configure TorchSharp environment in Godot .NET6/7 environment
If anyone has experience, please share.
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