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# brogue_gen — Godot GDExtension API Reference
Brogue-style dungeon generator for Godot 4.3+. Pure C99 generator under the hood; Godot-native Dictionary interface on top.
**Scope.** Map generation only. One class, one method. Call `BrogueGen.generate(seed, depth)` and get back everything you need to spawn a level: terrain grid, liquids, markers, rooms, machines, chokepoints, stairs. Gameplay is yours to write.
---
## Table of contents
- [Installation](#installation)
- [Project layout](#project-layout)
- [Class `BrogueGen`](#class-broguegen)
- [Returned dictionary schema](#returned-dictionary-schema)
- [Data structures](#data-structures)
- [Enums](#enums)
- [Usage pattern](#usage-pattern)
- [FOV reference (`BrogueFOV`)](#fov-reference)
- [Determinism guarantees](#determinism-guarantees)
- [Build and rebuild](#build-and-rebuild)
- [Troubleshooting](#troubleshooting)
---
## Installation
Drop the `addons/brogue_gen/` directory into any Godot 4.3+ project:
```
your_project/
└── addons/
└── brogue_gen/
├── brogue_gen.gdextension ← registered by Godot scan
└── bin/
└── libbrogue_gen.linux.template_debug.x86_64.so
```
Re-open the project once so Godot scans and registers the extension. `BrogueGen` then appears in **Create New Node** and `class_name` auto-complete.
**Compatibility:** The `.gdextension` manifest declares `compatibility_minimum = "4.3"`. The extension is built against `godot-cpp` 4.5 and loads in any Godot 4.3+, including 4.6.
**Linux x86_64 only for now.** Windows / macOS require building additional targets and adding paths to the `[libraries]` section of the `.gdextension` manifest.
---
## Project layout
```
brogue-genesis/
├── src/ pure C99 generator (no Godot, no SDL)
│ └── gen/ room carving, lakes, machines, chokepoints, ...
├── godot/ GDExtension wrapper
│ ├── godot-cpp/ submodule, branch 4.5
│ ├── src/
│ │ ├── register_types.* module init
│ │ ├── brogue_gen.* BrogueGen class
│ │ └── grid_to_dict.* shared grid → Dictionary serializer
│ ├── SConstruct build script
│ └── brogue_gen.gdextension source-of-truth manifest
└── demo/ reference Godot 4.6 project
├── addons/brogue_gen/ ← build output
│ ├── brogue_gen.gdextension
│ └── bin/libbrogue_gen...so
├── project.godot
├── scenes/
└── scripts/
```
Build with `make godot` from the repo root.
---
## Class `BrogueGen`
`extends Node`
One-shot blocking dungeon generator. Instantiate, call `generate()`, free.
Typical generation time on the reference machine: **under 20 ms per level** including machines. Safe to call synchronously in `_ready()`.
### `generate(seed: int, depth: int) -> Dictionary`
Runs the full pipeline (accretion → loops → lakes → wreaths → bridges → walls → stairs → chokepoints → machines) and returns a Dictionary describing the final dungeon.
Parameters:
| name | type | range | notes |
|---|---|---|---|
| `seed` | int | any 64-bit | same seed + depth always yields identical output |
| `depth` | int | 126 | influences liquid type weights |
```gdscript
var gen := BrogueGen.new()
var grid: Dictionary = gen.generate(2026, 1)
gen.free()
```
---
## Returned dictionary schema
| key | type | notes |
|---|---|---|
| `seed` | `int` | echoed back |
| `depth` | `int` | 1..26 |
| `width` | `int` | always `79` |
| `height` | `int` | always `29` |
| `terrain` | `PackedByteArray` | length `width * height`, row-major. Index = `y * width + x`. Values in [terrain enum](#terrain-enum-terrain-byte). |
| `liquid` | `PackedByteArray` | same layout. Values in [liquid enum](#liquid-enum). Meaningful only when `terrain[i] == T_LIQUID`. |
| `surface` | `PackedByteArray` | semantic marker byte. Values in [marker enum](#marker-enum). `MK_NONE` for un-marked cells. |
| `flags` | `PackedInt32Array` | bitmask of [cell flags](#cell-flags). |
| `room_id` | `PackedByteArray` | 1255 inside a room, `0` elsewhere. |
| `machine_id` | `PackedByteArray` | 1255 inside a machine, `0` elsewhere. |
| `stairs_up` | `Vector2i` | always valid grid coords; `(-1, -1)` only on degenerate seeds. |
| `stairs_down` | `Vector2i` | farthest reachable floor from `stairs_up` (BFS). |
| `rooms` | `Array[Dictionary]` | see [room dictionary](#room-dictionary). |
| `machines` | `Array[Dictionary]` | see [machine dictionary](#machine-dictionary). |
| `chokepoints` | `Array[Vector2i]` | every articulation point in the map graph. |
| `gate_sites` | `Array[Vector2i]` | the "best" chokepoint per pocket — ideal vestibule candidates. Subset of `chokepoints`. |
---
## Data structures
### Room dictionary
Each entry in `grid["rooms"]`:
```gdscript
{
"id": int, # matches room_id in the cell arrays
"cells": Array[Vector2i], # every cell that belongs to this room
}
```
### Machine dictionary
Each entry in `grid["machines"]`:
```gdscript
{
"id": int, # matches machine_id in the cell arrays
"interior_cells": Array[Vector2i],
"gate": Vector2i, # the one F_MACHINE_GATE cell; (-1,-1) if unflagged
"markers": Dictionary, # marker_id (int) -> Array[Vector2i]
}
```
Example:
```gdscript
var m: Dictionary = grid["machines"][0]
for marker_id in m["markers"]:
var positions: Array = m["markers"][marker_id]
match marker_id:
4: # MK_PEDESTAL
for p in positions:
spawn_pedestal(p)
```
---
## Enums
### Terrain enum (`terrain` byte)
| id | constant | meaning |
|---|---|---|
| 0 | `T_NOTHING` | outside the dungeon — not walkable |
| 1 | `T_FLOOR` | room floor |
| 2 | `T_WALL` | wall |
| 3 | `T_DOOR` | door in a room wall |
| 4 | `T_CORRIDOR` | corridor between rooms |
| 5 | `T_LIQUID` | water / lava / chasm / brimstone — see `liquid` byte |
| 6 | `T_BRIDGE` | walkable span across water/chasm |
| 7 | `T_STAIRS_UP` | up-stair |
| 8 | `T_STAIRS_DOWN` | down-stair |
`T_FLOOR`, `T_CORRIDOR`, `T_DOOR`, `T_BRIDGE`, `T_STAIRS_UP`, `T_STAIRS_DOWN` are **passable**.
### Liquid enum (`liquid` byte)
| id | constant | bridges allowed | |
|---|---|---|---|
| 0 | `L_NONE` | — | |
| 1 | `L_WATER` | yes | shallow levels |
| 2 | `L_LAVA` | no | damages walker |
| 3 | `L_CHASM` | yes | gameplay-defined fall behavior |
| 4 | `L_BRIMSTONE` | no | lowest depths |
### Marker enum (`surface` byte)
Semantic placement markers. The generator stamps these; gameplay interprets them.
| id | constant | typical use |
|---|---|---|
| 0 | `MK_NONE` | no marker |
| 1 | `MK_CARPET` | decorative floor tint (paint pass) |
| 2 | `MK_ALTAR` | item pedestal on an altar |
| 3 | `MK_CAGE` | item behind a lock |
| 4 | `MK_PEDESTAL` | item on pedestal |
| 5 | `MK_STATUE` | decorative statue |
| 6 | `MK_TORCH` | point light source |
| 7 | `MK_BRAZIER` | point light source (stronger) |
| 8 | `MK_CHEST` | item container |
| 9 | `MK_SPAWN_MONSTER` | spawn an enemy here |
| 10 | `MK_SPAWN_BOSS` | spawn a boss here |
| 11 | `MK_KEY_ITEM` | the key that unlocks this machine's parent |
### Cell flags
Bitmask in `flags[]`. Test with `(flags[idx] & F_X) != 0`.
| bit | value | constant | meaning |
|---|---|---|---|
| 0 | `0x0001` | `F_IN_ROOM` | cell is room floor |
| 1 | `0x0002` | `F_IN_LOOP` | cell was carved by the loop pass |
| 2 | `0x0004` | `F_CHOKEPT` | reserved |
| 3 | `0x0008` | `F_BRIDGE` | cell is a bridge (redundant with `T_BRIDGE`) |
| 4 | `0x0010` | `F_WREATH` | shoreline cell (adjacent to liquid) |
| 6 | `0x0040` | `F_IN_MACHINE` | cell belongs to a machine |
| 7 | `0x0080` | `F_MACHINE_INTERIOR` | interior (not boundary) |
| 8 | `0x0100` | `F_MACHINE_GATE` | the vestibule / entry |
| 9 | `0x0200` | `F_MACHINE_IMPREGNABLE` | cell is protected from later modification (reserved) |
| 10 | `0x0400` | `F_MACHINE_KEY` | key goes here (gameplay hint) |
---
## Usage pattern
Generate a level, instantiate everything up front, hand off to gameplay.
```gdscript
func build_level(seed: int, depth: int) -> void:
var gen := BrogueGen.new()
var grid: Dictionary = gen.generate(seed, depth)
gen.free()
# Player at the up-stair.
$Player.position = _grid_to_world(grid["stairs_up"])
# Goal marker at the down-stair.
$GoalMarker.position = _grid_to_world(grid["stairs_down"])
# One reward per machine.
for m in grid["machines"]:
for marker_id in m["markers"]:
for cell in m["markers"][marker_id]:
spawn_for_marker(marker_id, cell)
# Monsters proportional to room size.
for room in grid["rooms"]:
var size: int = (room["cells"] as Array).size()
if size > 40 and randf() < 0.6:
spawn_monster(_random_cell(room["cells"]))
```
---
## FOV reference
`demo/scripts/fov.gd` ships a reference `BrogueFOV` class. It is **not** part of the extension — it's pure GDScript you can copy into your project and modify.
```gdscript
# demo/scripts/fov.gd
class_name BrogueFOV extends RefCounted
static func compute(grid: Dictionary, origin: Vector2i, radius: int) -> PackedByteArray
```
Symmetric recursive shadowcasting, tile-accurate, O(visible cells). Opaque cells = walls, nothing, and non-water liquids (lava / chasm / brimstone block sight; water does not).
Example:
```gdscript
var vis := BrogueFOV.compute(grid, player_pos, 8)
for y in grid["height"]:
for x in grid["width"]:
if vis[y * grid["width"] + x] == 1:
mark_visible(x, y)
```
---
## Determinism guarantees
- Same `(seed, depth)` input always produces identical output, across runs, platforms, and future minor versions of the plugin.
- The C generator uses a PCG32 RNG seeded from the `seed` argument only. No platform calls (`time()`, `rand()`) are read.
---
## Build and rebuild
From the repo root:
```bash
make godot # builds the extension
make godot-clean # removes build artifacts
```
This runs `scons -j$(nproc) platform=linux target=template_debug` in `godot/`. The resulting `.so` and manifest land together in `demo/addons/brogue_gen/` per Godot's plugin convention.
For release builds:
```bash
cd godot && scons -j$(nproc) platform=linux target=template_release
```
To add a new platform (Windows/macOS), add the SCons target + append a new line to `brogue_gen.gdextension`:
```
windows.debug.x86_64 = "res://bin/libbrogue_gen.windows.template_debug.x86_64.dll"
```
---
## Troubleshooting
**"Could not find type BrogueGen" / "Cannot get class 'BrogueGen'".**
Godot has not registered the extension. Check:
1. `addons/brogue_gen/brogue_gen.gdextension` exists in the project.
2. `addons/brogue_gen/bin/libbrogue_gen...so` exists and matches the path in the manifest.
3. The project has been opened in the editor at least once (this triggers the extension scan).
4. Delete the `.godot/` cache directory and re-open if in doubt.
**Godot 4.6 crashes on startup (SIGABRT in `WaylandThread`).**
This is a Godot 4.6.1 Wayland bug, not the extension. Launch with X11 instead:
```bash
godot --display-driver x11 --path /path/to/your/project
```

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#!/usr/bin/env python
"""
SConstruct for the brogue_gen GDExtension.
Build: cd godot && scons target=template_debug
(or target=template_release for optimized)
Output: ../demo/bin/libbrogue_gen.<platform>.<target>.<arch>.so
"""
import os
import sys
env = SConscript("godot-cpp/SConstruct")
# Where to find our C generator library headers.
env.Append(CPPPATH=["src/", "../src/"])
# Compile all of our C generator sources directly into the extension — the
# generator is a pure C99 library with no Godot deps. This avoids needing a
# separate libbroguegen.a.
c_sources = [
"../src/gen/rng.c",
"../src/gen/grid.c",
"../src/gen/events.c",
"../src/gen/room_types.c",
"../src/gen/accretion.c",
"../src/gen/dijkstra.c",
"../src/gen/loops.c",
"../src/gen/ca.c",
"../src/gen/lakes.c",
"../src/gen/walls.c",
"../src/gen/stairs.c",
"../src/gen/chokepoints.c",
"../src/gen/machines.c",
"../src/gen/blueprints_data.c",
]
# Ensure C files compile with C99; don't inherit godot-cpp's C++ flags verbatim.
c_env = env.Clone()
c_env.Replace(CFLAGS=["-std=c99", "-Wall", "-Wpedantic", "-Werror=implicit",
"-O2", "-g", "-fPIC"])
c_objects = [c_env.SharedObject(target="build/" + os.path.basename(s).replace(".c", ""),
source=s) for s in c_sources]
cpp_sources = Glob("src/*.cpp")
library_name = "libbrogue_gen{}{}".format(env["suffix"], env["SHLIBSUFFIX"])
# Godot plugin layout convention: addons/<plugin_name>/
# brogue_gen.gdextension — manifest, references the .so path relative to res://
# bin/<name>.so — binaries per platform/target
import os as _os
import shutil as _shutil
_ADDON_DIR = "../demo/addons/brogue_gen"
_os.makedirs(_ADDON_DIR + "/bin", exist_ok=True)
library = env.SharedLibrary(
_ADDON_DIR + "/bin/" + library_name,
source=cpp_sources + c_objects,
)
_shutil.copyfile("brogue_gen.gdextension",
_ADDON_DIR + "/brogue_gen.gdextension")
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[configuration]
entry_symbol = "brogue_gen_library_init"
compatibility_minimum = "4.3"
[libraries]
linux.debug.x86_64 = "res://addons/brogue_gen/bin/libbrogue_gen.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://addons/brogue_gen/bin/libbrogue_gen.linux.template_release.x86_64.so"
[dependencies]

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Subproject commit 60b5a4196de8442b43b32ba68ebe1e79cfcb762f

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#include "brogue_gen.h"
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/packed_int32_array.hpp>
#include <godot_cpp/variant/vector2i.hpp>
#include <godot_cpp/variant/typed_array.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
extern "C" {
#include "gen/grid.h"
#include "gen/rng.h"
#include "gen/events.h"
#include "gen/accretion.h"
#include "gen/loops.h"
#include "gen/lakes.h"
#include "gen/walls.h"
#include "gen/stairs.h"
#include "gen/chokepoints.h"
#include "gen/machines.h"
}
#include "grid_to_dict.h"
using namespace godot;
BrogueGen::BrogueGen() = default;
BrogueGen::~BrogueGen() = default;
void BrogueGen::_bind_methods() {
ClassDB::bind_method(D_METHOD("generate", "seed", "depth"), &BrogueGen::generate);
}
Dictionary BrogueGen::generate(int seed, int depth) {
grid_t g;
event_sink_t sink = {nullptr, nullptr, 0};
rng_t rng;
rng_seed(&rng, (uint64_t)seed);
grid_fill(g, T_NOTHING);
event_emit(&sink, EV_GEN_BEGIN, NULL, 0);
accrete_rooms(g, &rng, &sink);
add_loops(g, &sink);
place_lakes(g, &rng, &sink, depth);
apply_wreaths(g, &sink);
place_bridges(g, &sink);
finish_walls(g, &sink);
place_stairs(g, &sink);
static choke_map_t choke;
static choke_flag_t is_choke, is_gate;
compute_chokepoints(g, &sink, choke, is_choke, is_gate);
place_machines(g, &rng, depth, &sink, choke, is_gate);
event_emit(&sink, EV_GEN_END, NULL, 0);
Dictionary d = grid_to_dictionary(g, seed, depth, /*add_metadata=*/true);
TypedArray<Vector2i> chokes, gates;
for (int y = 0; y < DROWS; y++) {
for (int x = 0; x < DCOLS; x++) {
if (is_choke[y][x]) chokes.push_back(Vector2i(x, y));
if (is_gate[y][x]) gates.push_back(Vector2i(x, y));
}
}
d["chokepoints"] = chokes;
d["gate_sites"] = gates;
return d;
}

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#pragma once
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/variant/dictionary.hpp>
namespace godot {
/* One-shot facade over the pure C generator. Call generate() with a seed and
depth; receive a Dictionary describing the final dungeon. See the plugin
README for the full dict shape (terrain / liquid / surface / flags arrays,
rooms[], machines[], chokepoints[], stairs). */
class BrogueGen : public Node {
GDCLASS(BrogueGen, Node)
protected:
static void _bind_methods();
public:
BrogueGen();
~BrogueGen();
Dictionary generate(int seed, int depth);
};
} // namespace godot

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#include "grid_to_dict.h"
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/packed_int32_array.hpp>
#include <godot_cpp/variant/array.hpp>
#include <godot_cpp/variant/typed_array.hpp>
using namespace godot;
static void build_rooms_and_machines(grid_t g, Array &rooms, Array &machines) {
/* Bucket cells by room_id and machine_id. room_id and machine_id are 1..255. */
struct Bucket { TypedArray<Vector2i> cells; Vector2i gate = Vector2i(-1, -1); };
Bucket rbuckets[256];
Bucket mbuckets[256];
/* Also collect marker-per-cell for each machine. */
Dictionary mmarkers[256];
for (int y = 0; y < DROWS; y++) {
for (int x = 0; x < DCOLS; x++) {
const cell_t *c = &g[y][x];
Vector2i p(x, y);
if (c->room_id > 0) {
rbuckets[c->room_id].cells.push_back(p);
}
if (c->machine_id > 0) {
mbuckets[c->machine_id].cells.push_back(p);
if (c->flags & F_MACHINE_GATE) {
mbuckets[c->machine_id].gate = p;
}
if (c->surface != MK_NONE) {
Dictionary &mk = mmarkers[c->machine_id];
int key = (int)c->surface;
TypedArray<Vector2i> list;
if (mk.has(key)) {
list = (TypedArray<Vector2i>)(Variant)mk[key];
}
list.push_back(p);
mk[key] = list;
}
}
}
}
for (int i = 1; i < 256; i++) {
if (rbuckets[i].cells.size() == 0) continue;
Dictionary d;
d["id"] = i;
d["cells"] = rbuckets[i].cells;
rooms.push_back(d);
}
for (int i = 1; i < 256; i++) {
if (mbuckets[i].cells.size() == 0) continue;
Dictionary d;
d["id"] = i;
d["interior_cells"] = mbuckets[i].cells;
d["gate"] = mbuckets[i].gate;
d["markers"] = mmarkers[i];
machines.push_back(d);
}
}
Dictionary godot::grid_to_dictionary(grid_t g, int seed, int depth, bool add_metadata) {
const int N = DCOLS * DROWS;
PackedByteArray terrain; terrain.resize(N);
PackedByteArray liquid; liquid.resize(N);
PackedByteArray room_id; room_id.resize(N);
PackedByteArray machine_id; machine_id.resize(N);
PackedByteArray surface; surface.resize(N);
PackedInt32Array flags; flags.resize(N);
uint8_t *t = terrain.ptrw();
uint8_t *lq = liquid.ptrw();
uint8_t *ri = room_id.ptrw();
uint8_t *mi = machine_id.ptrw();
uint8_t *sf = surface.ptrw();
int32_t *fl = flags.ptrw();
Vector2i stairs_up(-1, -1), stairs_down(-1, -1);
int i = 0;
for (int y = 0; y < DROWS; y++) {
for (int x = 0; x < DCOLS; x++, i++) {
const cell_t *c = &g[y][x];
t[i] = c->terrain;
lq[i] = c->liquid;
ri[i] = c->room_id;
mi[i] = c->machine_id;
sf[i] = c->surface;
fl[i] = (int32_t)c->flags;
if (c->terrain == T_STAIRS_UP) stairs_up = Vector2i(x, y);
if (c->terrain == T_STAIRS_DOWN) stairs_down = Vector2i(x, y);
}
}
Dictionary d;
d["seed"] = seed;
d["depth"] = depth;
d["width"] = DCOLS;
d["height"] = DROWS;
d["terrain"] = terrain;
d["liquid"] = liquid;
d["flags"] = flags;
d["room_id"] = room_id;
d["machine_id"] = machine_id;
d["surface"] = surface;
d["stairs_up"] = stairs_up;
d["stairs_down"] = stairs_down;
if (add_metadata) {
Array rooms;
Array machines;
build_rooms_and_machines(g, rooms, machines);
d["rooms"] = rooms;
d["machines"] = machines;
}
return d;
}
Dictionary godot::cell_to_dictionary(grid_t g, int x, int y) {
Dictionary d;
if (!grid_in_bounds(x, y)) return d;
const cell_t *c = &g[y][x];
d["x"] = x;
d["y"] = y;
d["terrain"] = (int)c->terrain;
d["liquid"] = (int)c->liquid;
d["surface"] = (int)c->surface;
d["flags"] = (int)c->flags;
d["room_id"] = (int)c->room_id;
d["machine_id"] = (int)c->machine_id;
return d;
}

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#pragma once
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/vector2i.hpp>
extern "C" {
#include "gen/grid.h"
}
namespace godot {
/* Pack a grid_t into a Dictionary with the shape documented in the plugin
README (terrain/liquid/flags/room_id/machine_id/surface arrays). Used by
both BrogueGen.generate() and BrogueReplay.get_grid(). Additional
metadata (rooms, machines, chokepoints, stairs) are computed and added
when add_metadata is true. */
Dictionary grid_to_dictionary(grid_t g, int seed, int depth, bool add_metadata);
/* Pack a single cell as a Dictionary. */
Dictionary cell_to_dictionary(grid_t g, int x, int y);
} // namespace godot

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#include "register_types.h"
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/godot.hpp>
#include "brogue_gen.h"
using namespace godot;
void initialize_brogue_gen_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;
ClassDB::register_class<BrogueGen>();
}
void uninitialize_brogue_gen_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;
}
extern "C" {
GDExtensionBool GDE_EXPORT brogue_gen_library_init(
GDExtensionInterfaceGetProcAddress p_get_proc_address,
const GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization *r_initialization) {
GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_brogue_gen_module);
init_obj.register_terminator(uninitialize_brogue_gen_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}

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#pragma once
#include <godot_cpp/core/class_db.hpp>
using namespace godot;
void initialize_brogue_gen_module(ModuleInitializationLevel p_level);
void uninitialize_brogue_gen_module(ModuleInitializationLevel p_level);