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Suggestion: Do a windows build available #31
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I've start working on a windows build by cross-compiling, however this is on hold given I'm focusing on the Godot's pluginscript module. |
looking forward to this :D windows build will of course be awesome too |
I'd love to see windows availability for this. |
any update? |
The build system has been greatly simplified, so windows build should not be that of a trouble |
godot-gdnative-wrapper-0416ca2fd22506689cd93e00fe6bd61e4e0841d1.zip BeforehandTo build godot-python library, we need 3 things:
GodotGodot can be cross compiled from linux without any trouble:
Note we need mingw32 cross-compiler installed so on ubuntu it's PythonThe Python build directory is used in the SConstruct to extract two thing:
Given those thing vary depending on the backend chosen ( Using CPythonNow for the not-so-bright side:
Using Pypy
Solution ?From what I see, we have to compile CPython on a windows platform and use this build to do the compilation. |
For the record, I've made big improvements on this (see the appveyor branch) |
A release for windows is available here: However it needs test (I've generated it on appveyor, from where I cannot run it easily) so help needed here ! |
@touilleMan how do i import it in godot? |
@bruno-ortiz you should only have to drop the I've already spotted (and fixed ! see release https://github.com/touilleMan/godot-python/releases/tag/v0.10.0-rc2) some errors in the v0.10.0-rc1.
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I have an godot build from 10/01/18 so i will try your binding... If i can write some phyton! |
I dunno why but I get "No nativescript_init" found in pythonscript/libpythonscript.so, I tried both rc1 and rc2 of cpython and pypy, on Linux 64 OK, I downloaded the latest daily build and enabled Singleton, now Godot hangs when creating a python script. I made .py file externally and it's Working great now!!,. |
I try to load the library (Cpython rc2) in the editor (Godot 3 32 bit- compiled 10/01/18- Win7 32 bit without VisualStudio Instaled): WARNING: not found: editor_plugins/enabled modules\gdnative\gdnative.cpp:305 - No valid library handle, can't get symbol from GDNative object Godot ask me to this library: VCRUNTIME140.dll |
Ho yeah ! VCruntime is needed by CPython but not provided on the embedded distribution I'm using (see https://docs.python.org/3.6/using/windows.html#embedded-distribution) |
Do you have 32 bit version of the runtime? This is not working.... I suppose is 64 bit version. I can´t install nothing in this computer... need to put manually in folder. |
Ok... i can´t execute phyton-binding in this computer. Now is asking my to api-ms-win-crt-runtime 1-1-0.dll..... I will try Phyton-Godot in a system with 64 bit and VS installed and report.... Edit: I´m thinking in a use-problem of a native library in godot... For now, you can open a godot project in any system (win 32 - 64 - linux- mac) without problem, but linking a library fix the project to selected platform?... Is any workaround for that? |
Here should be the 32bits version of vcruntime140 (taken from my own computer |
I would really appreciate it if someone would make a step by step guide for us newbies for how to install and get this working on Windows. I tried on Linux yesterday, but I've never used Linux before, so that was a definite no-go for me. |
Linux is a wonderfull system, but, by the fact, most godot users (me include) have windows in their computers. If is needed some testing in godot-python binding, maybe there will be a compilation for windows available in the main page of Godot. I know that 90% of godot dev´s have linux, but 90% of godot users have windows (Percentages invented with a reliability of 90%)
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