Uhm, aksually, youre supposed to use scons to build gdextension projects...\ I. don't. care.\ For all i know scons sucks ass. I couldn't even build the example gdext project.\ You'll have to deal with CMake. at least it works # Things you should know - This is a hobby project, i have the right to not give a damn about it - Still, i'll try to help if you ask nicely - If launching with the provided debug dosbox pure dlls expect a "stack destroyed" exception. **Just ignore it and move on** # Building - Windows only for now - Have msvc or try another compiler, idk, do what you want (the debugging configured as is will only work if you have a full msvc installation) - Have CMake - Pull the submodules - Compile # Debugging (VSCode) - Go into .vscode/launch.json - Find the godot path on the "Windows Launch" task - Change it for your godot's installation path # Launching - Open the project on godot and launch it - Click the debug button on vscode, it'll automatically launch the godot project in play mode and allow you to debug it # Changing the core - Put the core you want to launch inside the "libretro-cores" folder on the godot project directory - Modifiy the argument on node3d.gd function call of RetroHost.load_core to the name of the core dll **without the .dll** # Exported projects It should work with exported projects since outside the editor it loads dlls the windows way ([first on the executable directory, then on the system directory and so on](https://learn.microsoft.com/en-us/windows/win32/dlls/dynamic-link-library-search-order))\ You just need to have your core's dll on one of those places and it should work.