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Some languages require you manually install their compilers in your machine, so compiler.nvim is able to call them. [Please check here](https://github.com/Zeioth/Compiler.nvim/wiki/how-to-install-the-required-dependencies), as the packages will be different depending your operative system.
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@@ -130,6 +125,7 @@ This is what hapen when you select `build & run`, `build`, or `run` in the compi
***I get errors when compiling:** You have to run`:cd` in yourproject root directory before using[Compiler.nvim](https://starchart.cc/Zeioth/Compiler.nvim).
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***I get errors when compiling:** You have to `:cd /your/project/root_dir`before calling[Compiler.nvim](https://starchart.cc/Zeioth/Compiler.nvim).
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***I don't have time to read:** If you prefer you can try [NormalNvim](https://github.com/NormalNvim/NormalNvim) which comes with the compiler pre-installed. Just open some code and hit F6!
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***How can I add a language that is not supported yet?** Fork the project, and go to the directory `/compiler/languages`. Copy `c.lua` and rename it to any language you would like to add, for example `ruby.lua`. Now modify the file the way you want. It is important you name the file as the filetype of the language you are implementing. Then please, submit a PR to this repo so everyone can benefit from it.
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***How can I change the way the compiler works?** Same as the previous one.
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* A way to transpile: toggleterm + tmux.
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* A way run the project: Just keep the website opened in your browser.
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***How can I auto `:cd` my projects?** Use [this fork](https://github.com/Zeioth/project.nvim) of the plugin `project.nvim`.
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### How can I compile videogames?
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The workflow of game development is essencially very different from just compiling and running a program. It involve loading editing and running scenes. While there is no way for us to support it directly, here I offer you some tricks:
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#### Godot engine
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To `Build and run a godot scene`, use the command `godot /my/scene.tscn` on the terminal. This works really well: It's fast and simple.
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#### Unity
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The recommended way is to have 2 monitors, one with nvim and your code, and another one with your unity scenes to run the game. Unity has [some terminal commands](https://docs.unity3d.com/Manual/CommandLineArguments.html), but working with them is quite a painful experience.
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## 🌟 Support the project
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If you want to help me, please star this repository to increase the visibility of the project.
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</a>
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## Roadmap
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* Fix: If the user don't specify `output` or `entry_point` on `.solution.toml`, set a default value.
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* Better windows compatibility when not using WLS: The commands `rm -rf` and `mkdir -p` only exist on unix. To support Windows without WLS we should run the equivalent powershell command when Windows is detected.
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* Aditionally, we will also have to compile for `asm` win64 architecture, if the detected OS is windows.
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* Aditionally, we will also have to add an option to compile for `Build for windows (flutter)`.
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