Git repo URL: here
Some of these can take a few minutes to install; so the important part with this is just patience :)
- Clone or download the repository as a .zip
- Download the latest stable version of godot from here
- I'd recommend the 64 bit standard version
- Due to OSX's code signing rules; you'll have to right click and select open from that menu, then say open again with the warning popup.
- Download rust using the following command in terminal or follow the install instructions here
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
- After you've downloaded rust, run
rustup +nightly -V
to ensure you have the latest nightly components - You'll need opencv on your machine as well, because the rust code depends on it
- The way I'd recommend is using
https://brew.sh/
first - Then you run
brew install opencv
- You'll also need c++ command line tools which you can get by running
xcode-select --install
from terminal (if you already have them it'll spit out a warning, you can ignore this step then) - I also had to set an env. variable to get opencv to actually compile the project:
export DYLD_FALLBACK_LIBRARY_PATH="$(xcode-select --print-path)/usr/lib/"
- The way I'd recommend is using
These are all the dependency steps to my knowledge
From terminal use ls
to list the files in the current location you're in, and cd
to change directories to one of the other directories that are in that directory
If you downloaded a zip of bitmapflow, just make sure it's unzipped at this stage
for me; it's in downloads, so I just do
cd Downloads
then
cd bitmapflow-main
We need to build the DLL first, cd to the rust
folder when you're in bitmapflow-main then run:
cargo build --release
This should just work, but can take a few minutes. If you run into issues building on mac though; feel free to post an issue on https://github.com/Bauxitedev/bitmapflow/issues with any details you can provide (errors you got, system info/OS version)
I'm lazy, so at this point I open up the downloads folder and manually copy/paste the .dll file from the output directory for cargo and into the godot project
** Note: I wasn't able to get the project to compile on mac; not entirely sure why, but if you have success make sure you share what you found out :)**