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[Docs]: Add installation #5

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meatball133
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I don't know if this is the best installation guide, but this is what makes sense to me.
And linking to a third party isn't that easy either since gdscript is mainly intended to work with the editor.
So I had to come up with my own "workaround" to get it to work as more of a ci application.

I am open to suggestions for improvements.

@meatball133 meatball133 requested a review from pfertyk May 7, 2023 13:58
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pfertyk commented May 8, 2023

Hi! Thanks for the PR, I'll review it soon 👍 Meanwhile, I fixed the second test in the GDScript test runner, so there is some progress on that front as well ;P

## Linux

First you have to download the bit version which your operating system has (likely 64bit) of the engine from [github][godot-github] and pick the non mono version.
To download write the following in the terminal: `sudo wget https://github.com/godotengine/godot/releases/download/<version>-stable/Godot_v<version>-stable_linux.x86_64.zip`.
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Should we specify that has to be at least 4 for this runner? We don't plan to support Godot 3, right?

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Yeah we could mention it, we just have to have a reminder to update that label every time we update the version.

@@ -1,15 +1,52 @@
# Installation

<!-- TODO: write document
Gdscript is a domain specific language and can thereby requires the godot game engine to be installed.
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Is the local installation really required for Exercism to work with GDScript? As a person who never created a runner, I have no idea how they work ;) But I did create a docker configuration for GDScript runner, shouldn't that be sufficient?

Also, we should consistently call it GDScript :)

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Well, that would sorta mean that each student has to set up a docker environment. Which would force students to use docker desktop unless they are running linux or are running a vm.

In general, I think that aint the idea. I can talk to Jeremy but I think the idea is that you download the language so you can use the languages cli.


### Github

First you have to download the bit version which your operating system has (likely 64bit) of the engine from [github][godot-github].
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I appreciate the detailed instructions here, but would it be possible to link the Godot website instead? Again, this is my first Exercism track, so I don't know what is the policy here ;) Do we prefer adding all the necessary information?

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@meatball133 meatball133 Jun 12, 2023

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We can link to the website as a download location but removing the whole instruction I don't know.

Well as I see we have 2 options:

Either make each exercise into a godot project and be able to be opened and run within godot. Then would it be fine to link to godot and more or less say: Download and unzip and run.

Option 2 is that we make godot into a terminal tool, unfortunately for windows so is not that easy and Godot has no guide on how to do it. We could tell the user as you said earlier to use the docker container but I don't think that is the intended "exercism" way. And in that case you could more or less just work in the online editor.

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But I can tell you as of now that this track is already having a bit of an edge case in how it works. In my ideal world so would godot have a system that when you download godot so does it automatically become an executable cli tool.

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The engine installs are available on the official website so I think we can link there so students can get the Godot engine for their OS and then mention the OS specifics for setting up environment variables for *nix, Windows, and MacOS (no more than a sentence or two per OS). We can then break the Steam installation off as an alternative install option at the bottom.

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Alright, I did look through the test runner and how its system works and since we more or less building a custom test framework, so could it perhaps be better to tell the user to use the docker container. I will send a message to Jeremy to let him know. And if he agrees that we can tell the user to use the docker container instead, so can we change it to tell how to install docker and then to clone this repo. And then we can have a section there we talk about installing godot.

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BNAndras commented Mar 7, 2024

@pfertyk, I think we need a rebase here to make configlet CI happy, and then we can iterate on these docs more as needed.

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3 participants