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webrtc with conan or docker #14
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Hi @blockspacer, thanks for your interest in this project. in Godot Engine, since version I do provide pre-built libwebrtc for Linux and Windows (I've been looking to provide OSX build for a while, but I don't have a Mac and didn't have the time to find an alternative solution yet). See this repo. I never heard of Among other things, we have been investigating an alternative to libwebrtc that we could include directly in the godot build system (see #12) and rawrtc seems the best candidate so far (though I haven't seen much activity lately). |
conan is awesome C++ Open Source Package Manager https://conan.io/ it can be used with scons, makefiles, pre-built binaries, CMake like so https://jfreeman.dev/blog/2019/05/22/trying-conan-with-modern-cmake:-dependencies/ If Godot used conan + scons, then it would be easier to integrate Godot modules with apps (especially important if you want to create server with custom netcode and main loop, but integrate some Godot modules, like physics). scons is not popular and it is big downside of Godot. conan can solve a lot of problems. i created separate issue about Godot + scons + conan godotengine/godot#37180 Note that alternatives to google-libwebrtc may be not stable (protocol changes by browser vendors), buggy, have bad performance (libwebrtc from google supports multi-threading and it is really important). I hope that chosen solution will be production ready and have active community (libwebrtc from google is production ready). |
Well, if it's a package manager then I guess people can use it to package godot or this plugin. |
yes, anyone can wrap into conan packages existing Godot scons scripts, webrtc binaries e.t.c. But it may be not trivial to keep conan packages up-do-date without help of original repo maintainers, especially as solo contributor BTW conan can solve a lot of problems, for example - plugin management, integration with existing open-source or closed-source software, CI/CD pipeline e.t.c. |
Well, but then you are asking us to do the work that the conan community should do. I don't really see any advantage in using this specific technology honestly.
That is mostly about GDScript plugins, not sure how this software would help in any way |
to
Please look at talk about managing deps in complex projects and why scons/make/CMake is not enough https://www.youtube.com/watch?v=S4QSKLXdTtA
conan allows to manage deps not only for C++. For example, GDScript plugin may be packed into archive during Again, idea is simple: game project lists required plugins in custom |
as others explained. this is not possible, since modules depends on the rest of godot code. |
Wouldn't we need to ship conan with godot? Would it work on all platforms (e.g. Android/iOS/HTML5)? |
Let's continue the discussion in the proposal repository I guess. |
BTW
It is fine to run not only physics module with custom game server. I think that main problem here is that Godot provides no way to customize main application loop. Suppose you are switching to Godot from other engine and you already created some server-side netcode (C++). If you could link with Godot as library and run only desired engine systems in main loop (no need to run |
There is already a |
One way to fix that problem is to modify Godot |
Hi, webrtc requires complex build process. Original webrtc requires boringssl, while most of open-source projects require openssl (can't use boringssl and openssl at same time, so need to patch and build webrtc from source)
I hope my draft (only for pre-built webrtc) will be helpful to integrate conan-webrtc or Dockerfile support
https://github.com/blockspacer/conan-webrtc/
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