Cross-platform? #103
Replies: 3 comments 1 reply
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SwiftGodot doesn’t have any Apple specific dependencies. But I don’t generally work on windows or Linux, so it really comes down to people trying it out. I don’t see anything that would prevent it from working |
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Been playing around a bit with trying to compile for the Windows platforms. The build process fails within DocModel.swift due to the regex patterns such as:
Along with issues with not being able to infer a the Output parameter, which may be related to the regex issues.
The output from the build action can be found here. Doing a bit of reading regarding the issues, and it seems the Swift compiler on Windows has some issues with regex literals not being supported? Found on the Swift Forums. I am a bit over my head here, but just wanted to pass along current findings if you had any ideas. |
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Cross-platform would be one of my primary motivations for using SwiftGodot also. |
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Looking over the README, I see the Bundling Your Extension section detailing building our extension and filling out the library portion for each platform. Please excuse my ignorance or oversight, but I don't see anywhere explaining how to build on/for other platforms such as Windows?
I know the Swift team made an announcement in 2020 for Swift on Windows support, and the forums have some activity to them. But is building with SwiftGodot for Windows/UWP possible at this point?
Thanks for your time!
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