@@ -42,12 +42,15 @@ so formatting is done before your changes are submitted.
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## Getting Started
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- It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured.
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+ It's a bit similar to what it was for 3.x but also a bit different.
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+ This new approach is much more akin to how core Godot modules are structured.
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Compiling this repository generates a static library to be linked with your shared lib,
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just like before.
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- To use the shared lib in your Godot project you'll need a ` .gdextension ` file, which replaces what was the ` .gdnlib ` before. Follow the example:
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+ To use the shared lib in your Godot project you'll need a ` .gdextension `
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+ file, which replaces what was the ` .gdnlib ` before.
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+ Follow [ the example] ( test/demo/example.gdextension ) :
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``` ini
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[configuration]
@@ -56,15 +59,17 @@ entry_symbol = "example_library_init"
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[libraries]
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- linux.64.debug = " bin/libgdexample.linux.debug.64.so"
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- linux.64.release = " bin/libgdexample.linux.release.64.so"
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- windows.64.debug = " bin/libgdexample.windows.debug.64.dll"
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- windows.64.release = " bin/libgdexample.windows.release.64.dll"
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- macos.debug = " bin/libgdexample.debug.framework"
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- macos.release = " bin/libgdexample.release.framework"
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+ macos.debug = " bin/libgdexample.osx.debug.framework"
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+ macos.release = " bin/libgdexample.osx.release.framework"
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+ windows.debug.x86_64 = " bin/libgdexample.windows.debug.x86_64.dll"
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+ windows.release.x86_64 = " bin/libgdexample.windows.release.x86_64.dll"
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+ linux.debug.x86_64 = " bin/libgdexample.linux.debug.x86_64.so"
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+ linux.release.x86_64 = " bin/libgdexample.linux.release.x86_64.so"
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+ # Repeat for other architectures to support arm64, rv64, etc.
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```
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- The ` entry_symbol ` is the name of the function that initializes your library. It should be similar to following layout:
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+ The ` entry_symbol ` is the name of the function that initializes
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+ your library. It should be similar to following layout:
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``` cpp
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extern "C" {
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