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License: MIT License
ruby language binding for godot game engine
License: MIT License
Ruby VM currently does not support multi-threading as a historical problem(https://bugs.ruby-lang.org/issues/14792). Any calls to the vm in a thread other than where ruby_init()
occurred will fail.
However godot uses multiple threads to call pluginscript callbacks. I don't know if there are options to control this behaviour.
One possible solution is to switch to mruby. Hope it doesn't require much work.
So, I just found out this repo and looking at the limitations, I noticed something odd:
Ruby's method semantic is incompatible with the seperate properties and methods in GDScript since there are only methods in Ruby. For this we have to use get which looks weird [...] rect2.get(:position)
All properties in Godot already have getters/setters, e.g. it's get_position()
/set_position()
for position
property. Isn't it possible to bind Ruby methods to these methods? Or auto-generate Ruby attribute accessors? It should be possible to use position
/position=
directly as methods instead of awkward get/set.
This part of the code should be changed to initialize the manifest object before return:
https://github.com/CicholGricenchos/godot-ruby/blob/9baf97fef36276f0194478a9570bffa8d1e8481e/src/pluginscript.c#L155-L158
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