Godot GDExtensions should follow a naming convention ideally that depends on the configuration.
For GDExtension example from the GDExtension tutorial, the .gdextension file describing to the Godot Engine which binary file to load as a plugin at runtime is described this way:
While the binary could be just named libgdexample.so/dll/framework (I know that works because I tested it) and just copy pasted in the appropriate places, it would be helfpul to users to just provide a buildfile function that generate the right name for the library depending on which configuration it is built. Also that would allow to do one b install per configuration in the same directory would result in different binaries available, which is helpful for setting up a releaseable version of the game using Godot.
Providing such naming function is possible by implementing a build2-module (in C++).
Godot GDExtensions should follow a naming convention ideally that depends on the configuration. For GDExtension example from the GDExtension tutorial, the
.gdextension
file describing to the Godot Engine which binary file to load as a plugin at runtime is described this way:While the binary could be just named
libgdexample.so/dll/framework
(I know that works because I tested it) and just copy pasted in the appropriate places, it would be helfpul to users to just provide abuildfile
function that generate the right name for the library depending on which configuration it is built. Also that would allow to do oneb install
per configuration in the same directory would result in different binaries available, which is helpful for setting up a releaseable version of the game using Godot.Providing such naming function is possible by implementing a build2-module (in C++).