3 个仓库
Plugins and libraries that extend game engine functionality without requiring core recompilation.
Distinguishing note: Existing candidates focused on business software add-ons or specific hardware activation; this is about game engine plugin distribution.
Explore 3 awesome GitHub repositories matching game development · Native Engine Extensions. Refine with filters or upvote what's useful.
Defold is a cross-platform game engine and integrated development environment used to create 2D and 3D games for desktop, mobile, and web targets. It combines a game development IDE for asset and scene management with a multi-platform build system and a scripting environment based on Lua. The engine includes a specialized headless runtime for hosting game servers and performing automated testing without a graphical interface. It supports native engine extensions, allowing custom low-level code to be integrated into the core to expand functionality beyond the standard scripting interface. The
Supports native engine extensions that allow custom low-level C++ code to be integrated into the core engine functionality.
gdext 为 Godot 4 引擎提供了一组用于编写高性能原生 Rust 游戏逻辑的语言绑定。它作为一个框架,通过 GDExtension 库创建原生引擎扩展和自定义类,允许开发者在不重新编译引擎源代码的情况下扩展核心引擎功能。 该项目包含一个专门的 Rust WebAssembly 工具链,用于将原生逻辑编译为模块以便在 Web 浏览器中执行。该系统支持 WebAssembly 兼容编译,并针对 Web 线程和模块调试进行了特定配置。 该工具包涵盖了广泛的引擎集成能力,包括自定义类定义、场景树节点管理和类型安全信号处理。它为物理模拟、程序化内容生成和自定义编辑器插件的开发提供了实用程序。 开发过程由用于项目设置、原生扩展测试和逻辑单元测试的自动化工具支持。
Provides a toolkit for developing high-performance native extensions, physics simulations, and editor plugins.
godot-cpp is a C++ binding library and development kit for creating high-performance extensions and custom nodes for the Godot engine. It provides the necessary headers and framework to implement complex game logic and low-level systems using native code. The project enables the development of GDExtension plugins, allowing native libraries to be loaded into the engine without requiring a full recompilation of the core software. It facilitates the creation of custom engine extensions through a system of native bindings that map C++ classes and methods to the internal engine database. The fram
Allows compiling extensions into separate libraries that load into the editor or projects without full software recompilation.