Update README.md

`libgdexample` string has been replaced by `EXTENSION-NAME` in `demo/bin/example.gdextension
This commit is contained in:
Jean
2025-09-17 14:05:29 -07:00
committed by GitHub
parent 4327435768
commit f6e925b69d

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@@ -18,7 +18,7 @@ For getting started after cloning your own copy to your local machine, you shoul
* initialize the godot-cpp git submodule via `git submodule update --init` * initialize the godot-cpp git submodule via `git submodule update --init`
* change the name of your library * change the name of your library
* change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string. * change the name of the compiled library file inside the `SConstruct` file by modifying the `libname` string.
* change the pathnames of the to be loaded library name inside the `demo/bin/example.gdextension` file. By replacing `libgdexample` to the name specified in your `SConstruct` file. * change the pathnames of the to be loaded library name inside the `demo/bin/example.gdextension` file. By replacing `EXTENSION-NAME` only to the name specified in your `SConstruct` file.
* change the name of the `demo/bin/example.gdextension` file * change the name of the `demo/bin/example.gdextension` file
* change the `entry_symbol` string inside your `demo/bin/your-extension.gdextension` file to be configured for your GDExtension name. This should be the same as the `GDExtensionBool 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. * change the `entry_symbol` string inside your `demo/bin/your-extension.gdextension` file to be configured for your GDExtension name. This should be the same as the `GDExtensionBool 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 (here `initialize_gdextension_types`) in the syntax `GDREGISTER_CLASS(CLASS-NAME);`. * register the classes you want Godot to interact with inside the `register_types.cpp` file in the initialization method (here `initialize_gdextension_types`) in the syntax `GDREGISTER_CLASS(CLASS-NAME);`.