- Updated .gitignore to include new build and output directories for SDK packaging. - Modified CMakeLists.txt to include installation script for SDK. - Enhanced Makefile to support new SDK targets for various platforms. - Improved documentation to reflect new shader capabilities and 3D model support. - Added new shader functions and updated rendering systems to utilize custom shaders. Co-authored-by: Cursor <cursoragent@cursor.com>
Native plugin example (no engine source required)
Build against an installed target-platform SDK:
cmake -B build -DEVEngine_DIR=$PWD/../../dist/eve-sdk/macosx-debug/cmake
cmake --build build
Then from a game directory (with the matching eve host):
local plugins = eve.Plugins();
plugins.load("./hello_plugin.dylib"); // .so on Linux/Android, .dll on Windows
local hi = eve.HelloPlugin();
print(hi.greet() + "\n");