old
ability to add extra modules to an engine during build time.
```bash
$ ./cli.sh build --custom-module json:/path/to/my/module/json.lua --bundler
```
### before
```lua
local lib_engine_csv = nil
local function main()
local zeebo_module = lib_engine_module()
local engine_csv = lib_engine_csv()
zeebo_module.require(std, game, application)
:package('csv', engine_csv)
:run()
end
```
### after
```lua
local lib_engine_csv = nil
local lib_engine_json = nil
local function main()
local zeebo_module = lib_engine_module()
local engine_csv = lib_engine_csv()
local engine_json = lib_engine_json()
zeebo_module.require(std, game, application)
:package('csv', engine_csv)
:package('custom:json', engine_json)
:run()
end
```
lock and mayable registry example
old
ability to add extra modules to an engine during build time. ```bash $ ./cli.sh build --custom-module json:/path/to/my/module/json.lua --bundler ``` ### before ```lua local lib_engine_csv = nil local function main() local zeebo_module = lib_engine_module() local engine_csv = lib_engine_csv() zeebo_module.require(std, game, application) :package('csv', engine_csv) :run() end ``` ### after ```lua local lib_engine_csv = nil local lib_engine_json = nil local function main() local zeebo_module = lib_engine_module() local engine_csv = lib_engine_csv() local engine_json = lib_engine_json() zeebo_module.require(std, game, application) :package('csv', engine_csv) :package('custom:json', engine_json) :run() end ```