4a12be8035
This is required for `.obj` files generated by MSVC in particular, but also any resources your libraries may include (such as logos, test fixtures, etc). |
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.github | ||
.vscode | ||
bin | ||
demo | ||
godot-cpp@1009da4d7e | ||
src | ||
.clang-format | ||
.gdignore | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
LICENSE.md | ||
README.md | ||
SConstruct |
README.md
godot-cpp template
This repository serves as a quickstart template for GDExtension development with Godot 4.0+.
Contents
- An empty Godot project (
demo/
) - godot-cpp as a submodule (
godot-cpp/
) - GitHub Issues template (
.github/ISSUE_TEMPLATE.yml
) - GitHub CI/CD to publish your library packages when creating a release (
.github/workflows/builds.yml
) - preconfigured source files for C++ development of the GDExtension (
src/
)
Usage
To use this template, log in to github and click the green "Use this template" button at the top of the repository page. This will let you create a copy of this repository with a clean git history. Make sure you clone the correct branch as these are configured for development of their respective Godot development branches and differ from each other. Refer to the docs to see what changed between the versions.
For getting started after cloning your own copy to your local machine, you should:
- initialize the godot-cpp git submodule via
git submodule update --init
- change the name of your library
- change the name of the compiled library file inside the
SConstruct
file by modifying thelibname
string. - change the pathnames of the to be loaded library name inside the
demo/bin/example.gdextension
file. By replacinglibgdexample
to the name specified in yourSConstruct
file. - change the name of the
demo/bin/example.gdextension
file
- change the name of the compiled library file inside the
- change the
entry_symbol
string inside yourdemo/bin/your-extension.gdextension
file to be configured for your GDExtension name. This should be the same as theGDExtensionBool GDE_EXPORT
external C function. As the name suggests, this sets the entry function for your GDExtension to be loaded by the Godot editors C API. - register the classes you want Godot to interact with inside the
register_types.cpp
file in the initialization method (hereinitialize_gdextension_types
) in the syntaxClassDB::register_class<CLASS-NAME>();
.