Godot TSCN parser and importer #2861
paulocoutinhox
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Ideas
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Why not use cocos creator? https://github.com/cocos2d/creator_to_cocos2dx |
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Hey everyone,
I’ve been thinking about an interesting idea — what if we could use Godot as a visual editor and Axmol as the runtime engine?
Imagine having a parser that reads .tscn files from Godot (scenes, UI, TileMaps, Animations, Sprites, etc.) and then renders them directly in Axmol.
That way, we could leverage Godot’s great visual workflow for building levels and interfaces, while keeping Axmol’s native performance and flexibility for running the game.
Do you think this could be feasible?
What would be the best approach — maybe start with reading Godot’s scene format and mapping nodes to Axmol equivalents?
Would love to hear your thoughts or if anyone has experimented with something like this!
Something like this:
README.md
GodotSceneLoader.cpp
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