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View Code? Open in Web Editor NEWA 2D verlet integration based rope simulation for Godot 4. Written in C++ using GDExtension for fast performance.
License: MIT License
A 2D verlet integration based rope simulation for Godot 4. Written in C++ using GDExtension for fast performance.
License: MIT License
Hi, I was using your addon and it worked great, until I tried using it in my web export and it resulted in the following error message:
No suitable library found for GDExtension: res://addons/ropesim/libropesim.gdextension. Possible feature flags for your platform: web, s3tc, wasm32, template, debug, template_debug
My game still ran but just with the ropes non-existent. I tried building my own library with the template for web into wasm files and I added these lines into the gdextension file:
web.debug.wasm = "res://addons/ropesim/bin/libropesim.web.template_debug.wasm32.a"
web.release.wasm = "res://addons/ropesim/bin/libropesim.web.template_release.wasm32.a"
But it still didn't work, so I was wondering if there will be any support for web or if its just a limitation of the Godot engine.
I attempted to execute an Android version on my mobile device, but encountered an issue with the rope not rendering correctly. Upon inspecting the build console, I identified the following error message:
Can't open file from path 'res://addons/ropesim/bin/libropesim.android.template_debug.arm64.so'.
Parser Error: Identifier "NativeRopeServer" not declared in the current scope.
I saw that there are steps in the GitHub Actions for generating Android files: here. So I'm not sure about the cause of my error. Are there any specific guidelines or tricks to successfully get an Android build? I use the GUI godot exporter to directly run on my phone. and the addon is installed from godot AssetLib.
Thanks in advance :)
Currently gravity is a float. Some games like to change the direction of gravity for various reasons.
Alternatively, to not break compatibility, an additional gravity_direction
vector can be provided. It might also be worthwhile to just grab gravity from the physics engine itself instead using its own specific gravity value.
I was wondering if there was a way to collide with staticbodies? I'd like to use the rope as a tail for a character that drags along the floor, but i cant find any collision settings. Is this planned / implemented yet?
The macOS build currently only targets x86_64 architecture. Adding an arm64 binary or replacing the current x86_64 binary with Universal 2 is necessary for it to run on macs from 2021 onwards.
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