Merge pull request #8388 from Calinou/gdextension-update-references

Update references to community GDExtensions to point to up-to-date resources
This commit is contained in:
Max Hilbrunner
2023-11-05 17:17:23 +01:00
committed by GitHub
3 changed files with 5 additions and 6 deletions

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@@ -198,9 +198,9 @@ Also, see the official blog post on GDExtension, a way to develop native extensi
* `Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions>`_
You can also take a look at the GDScript implementation, the Godot modules,
as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot.
This would be a good starting point to see how another third-party library
integrates with Godot.
as well as the `Jolt physics engine integration <https://github.com/godot-jolt/godot-jolt>`__
for Godot. This would be a good starting point to see how another
third-party library integrates with Godot.
How do I install the Godot editor on my system (for desktop integration)?
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@@ -477,7 +477,7 @@ Scripting
- Use any build system and language features you wish.
- Actively developed GDExtension bindings for `D <https://github.com/godot-dlang/godot-dlang>`__,
`Haxe <https://hxgodot.github.io/>`__, `Python <https://github.com/touilleMan/godot-python>`__, and `Rust <https://github.com/godot-rust/gdextension>`__
`Haxe <https://hxgodot.github.io/>`__, `Swift <https://github.com/migueldeicaza/SwiftGodot>`__, and `Rust <https://github.com/godot-rust/gdextension>`__
bindings provided by the community. (Some of these bindings may be experimental and not production-ready).
Audio

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@@ -89,8 +89,7 @@ yet it detects types and offers a static language's quality of auto-completion.
It is also optimized for gameplay code with built-in types like Vectors and Colors.
Note that with GDExtension, you can write high-performance code using compiled
languages like C, C++, Rust, or Python (using the Cython compiler)
without recompiling the engine.
languages like C, C++, Rust, D, Haxe, or Swift without recompiling the engine.
Note that the 3D workspace doesn't feature as many tools as the 2D workspace.
You'll need external programs or add-ons to edit terrains, animate complex characters, and so on.