Clean up Godot bindings #75

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opened 2026-10-18 01:30:58 +00:00 by Roboticy3 · 3 comments
Roboticy3 commented 2026-10-18 01:30:58 +00:00 (Migrated from github.com)

Godot bindings are working functionally, but they aren't automatic. They should be brutally simplified to the point where the whole louder_godot crate can be generated automatically and removed from the repo.

Godot bindings are working functionally, but they aren't automatic. They should be brutally simplified to the point where the whole louder_godot crate can be generated automatically and removed from the repo.
Roboticy3 commented 2026-10-18 03:24:25 +00:00 (Migrated from github.com)

Also a very notable issue: named constants cannot be accessed in the bindings.

Also a very notable issue: named constants cannot be accessed in the bindings.
Roboticy3 commented 2026-10-18 04:49:08 +00:00 (Migrated from github.com)

One thing that would make the interface a lot cleaner is exposing methods as properties. Rust is function driven, but GDScript is property driven. Anything that gets a named property gets a bunch of benefits, like debugging and animation.

One thing that would make the interface a lot cleaner is exposing methods as properties. Rust is function driven, but GDScript is property driven. Anything that gets a named property gets a bunch of benefits, like debugging and animation.
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Adding automation as a requirement for this issue.

Adding automation as a requirement for this issue.
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Roboticy3/Louder#75
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