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Updated custom_modules (markdown)

reduz
2014-10-07 17:27:07 -07:00
parent d82a754ca6
commit d166d1a4d1

@@ -181,3 +181,15 @@ And the output will be:
``` ```
60 60
``` ```
### Summing Up
As you see, it's really easy to develop Godot in C++. Just write your stuff normally and remember to:
* use OBJ_TYPE macro for inheritance, so Godot can wrap it
* use _bind_methods to bind your functions to scripting, and to allow them to work as callbacks for signals.
But this is not all, depending what you do, you will be greeted with some surprises.
* If you inherit from [Node](class_node) (or any derived node type, such as Sprite), your new class will appear in the editor, in the inheritance tree in the "Add Node" dialog.
* If you inherit from [Resource](class_resource), it will appear int the resource list, and all the exposed properties can be serialized when saved/loaded.
* By this same logic, you can extend the Editor and almost any area of the engine.