Move godot-cpp custom bindings information to the 'build system' instructions from the intro doc, because most people won't need it for their first project.

This commit is contained in:
Lukas Tenbrink
2025-10-05 13:30:33 +02:00
parent 6ebd201367
commit 88604e597b
3 changed files with 36 additions and 39 deletions
@@ -97,44 +97,6 @@ following commands:
This will initialize the repository in your project folder.
Building the C++ bindings
-------------------------
Now that we've downloaded our prerequisites, it is time to build the C++
bindings.
The repository contains a copy of the metadata for the current Godot release,
but if you need to build these bindings for a newer version of Godot, call
the Godot executable:
.. code-block:: none
godot --dump-extension-api
The resulting ``extension_api.json`` file will be created in the executable's
directory. Copy it to the project folder and add ``custom_api_file=<PATH_TO_FILE>``
to the scons command below.
To generate and compile the bindings, use this command (replacing ``<platform>``
with ``windows``, ``linux`` or ``macos`` depending on your OS):
The build process automatically detects the number of CPU threads to use for
parallel builds. To specify a number of CPU threads to use, add ``-jN`` at the
end of the SCons command line where ``N`` is the number of CPU threads to use.
.. code-block:: none
cd godot-cpp
scons platform=<platform> custom_api_file=<PATH_TO_FILE>
cd ..
This step will take a while. When it is completed, you should have static
libraries that can be compiled into your project stored in ``godot-cpp/bin/``.
.. note::
You may need to add ``bits=64`` to the command on Windows or Linux.
Creating a simple plugin
------------------------