Rename demo to project for GDExtension docs (#11658)

* Rename demo to project for GDExtension docs

Renames demo to project based on consensus in the GDExtension meeting to
convey that GDExtensions and by extension the godot-cpp-template can be
used to both write addons but also game code

* Update tutorials/scripting/cpp/gdextension_cpp_example.rst

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
This commit is contained in:
Patrick Exner (FlameLizard)
2026-01-23 14:07:39 +01:00
committed by GitHub
parent 4ef17136fb
commit 18aed7f3ac
3 changed files with 16 additions and 16 deletions

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@@ -24,7 +24,7 @@ lib_filename = "{}gdexample{}{}".format(env.subst('$SHLIBPREFIX'), env["suffix"]
# Creates a SCons target for the path with our sources.
library = env.SharedLibrary(
"demo/bin/{}".format(lib_filename),
"project/bin/{}".format(lib_filename),
source=sources,
)

View File

@@ -104,15 +104,15 @@ Now it's time to build an actual plugin. We'll start by creating an empty Godot
project in which we'll place a few files.
Open Godot and create a new project. For this example, we will place it in a
folder called ``demo`` inside our GDExtension's folder structure.
folder called ``project`` inside our GDExtension's folder structure.
In our demo project, we'll create a scene containing a Node called "Main" and
In our project, we'll create a scene containing a Node called "Main" and
we'll save it as ``main.tscn``. We'll come back to that later.
Back in the top-level GDExtension module folder, we're also going to create a
subfolder called ``src`` in which we'll place our source files.
You should now have ``demo``, ``godot-cpp``, and ``src``
You should now have ``project``, ``godot-cpp``, and ``src``
directories in your GDExtension module.
Your folder structure should now look like this:
@@ -121,7 +121,7 @@ Your folder structure should now look like this:
gdextension_cpp_example/
|
+--demo/ # game example/demo to test the extension
+--project/ # game example/demo to test the extension
|
+--godot-cpp/ # C++ bindings
|
@@ -308,13 +308,13 @@ build files in a subsequent tutorial.
refer to the ``SConstruct`` file in the Godot 4.x documentation.
Once you've downloaded the ``SConstruct`` file, place it in your GDExtension folder
structure alongside ``godot-cpp``, ``src`` and ``demo``, then run:
structure alongside ``godot-cpp``, ``src``, and ``project``, then run:
.. code-block:: bash
scons platform=<platform>
You should now be able to find the module in ``demo/bin/<platform>``.
You should now be able to find the module in ``project/bin/<platform>``.
.. note::
@@ -326,7 +326,7 @@ Using the GDExtension module
----------------------------
Before we jump back into Godot, we need to create one more file in
``demo/bin/``.
``project/bin/``.
This file lets Godot know what dynamic libraries should be
loaded for each platform and the entry function for the module. It is called ``gdexample.gdextension``.
@@ -374,7 +374,7 @@ Here is another overview to check the correct file structure:
gdextension_cpp_example/
|
+--demo/ # game example/demo to test the extension
+--project/ # game example/demo to test the extension
| |
| +--main.tscn
| |

View File

@@ -39,7 +39,7 @@ To organize our files, we're gonna split into mainly two folders:
gdextension_c_example/
|
+--demo/ # game example/demo to test the extension
+--project/ # game example/demo to test the extension
|
+--src/ # source code of the extension we are building
@@ -96,7 +96,7 @@ to the root folder.
env = Environment()
# Set the target path and name.
target_path = "demo/bin/"
target_path = "project/bin/"
target_name = "libgdexample"
# Set the compiler and flags.
@@ -638,7 +638,7 @@ A demo project
Now that we can create and free our custom object, we should be able to try it
out in an actual project. For this, you need to open Godot and create a new
project on the ``demo`` folder. The project manager may warn you the folder
project in the ``project`` folder. The project manager may warn you the folder
isn't empty if you have compiled the extension before, you can safely ignore
this warning this time.
@@ -647,7 +647,7 @@ that, open a terminal or command prompt, navigate to the root folder of the
extension and run ``scons``. It should compile quickly since the extension is
very simple.
Then, create a file called ``gdexample.gdextension`` inside the ``demo`` folder.
Then, create a file called ``gdexample.gdextension`` inside the ``project`` folder.
This is a Godot resource that describes the extension, allowing the engine to
properly load it. Put the following content in this file:
@@ -1308,7 +1308,7 @@ infrastructure to make this work. You can see that implementing the binding
functions inline here would take some space and also be quite repetitive. This
also makes it easier to add another method in the future.
If you compile the code and reopen the demo project, nothing will be different
If you compile the code and reopen the Godot project, nothing will be different
at first, since we only added two new methods. To ensure those are registered
properly, you can search for ``GDExample`` in the editor help and verify they
are present in the documentation page.
@@ -1618,7 +1618,7 @@ those, replacing the ``NULL`` value used previously:
}
This is enough to bind the virtual method. If you build the extension and run
the demo project again, the ``_process()`` function will be called. You just won't
the Godot project again, the ``_process()`` function will be called. You just won't
be able to tell since the function itself does nothing visible. We will solve
this now by making the custom node move following a pattern.
@@ -2114,7 +2114,7 @@ This updates the time passed for the signal emission and, if it is over one
second it calls the ``emit_signal()`` function on the current instance, passing
the name of the signal and the new position as arguments.
Now we're done with our C GDExtension. Build it once more and reopen the demo
Now we're done with our C GDExtension. Build it once more and reopen the Godot
project in the editor.
In the documentation page for ``GDExample`` you can see the new signal we bound: