Bringing C++ to Godot with GDExtensions

After playing with Godot within its own rules, I decided to check out what is the experience of bringing in external C++ code into a Godot project through their GDExtensions system. Using it, I bring over two different implementations of toyBrot into a regular Godot project. One with C++ threads and another with OpenCL, pushing Godot being its comfort zone

This post covers the C++ side of things and what’s been my experience so far

GMM Dec/23 part 2 – Saving and loading in the web

Second part of December 2023’s Godot Mini Monthly

After saving images from toyBrot, I now do it on the web. Not only this but I also added the ability to save and load “states” of the application, which you can even take between different versions.

Being on the web means a lot more hoops to jump through but also opens up the door to many more possibilities not only for games, but also for general applications. And Godot does its best to help you get there

GMM Dec/23 part 1 – Saving images from interactive toyBrot

First part of my Godot Mini for December 2023. In this post I talk about adding screenshot saving functionality to interactive toyBrot. This includes file system access, introducing additional viewports and manipulating them to get the image parameters you want.

This is all on desktop, laying a foundation for part 2 where I take this functionality and more into the web

Screenshot of the Godot editor with a massive tree of UI controls to one side, and a bunch of assignments on the other

Games? Nah. Godot ALL of the things

In this post I go talk about my exploration of Godot as a general application framework. Mainly using Godot to write responsive GUIs with lots of controls and elements and whatnot