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The workflows closely match Godot's one to ease the maintenance burden, but this also required some trickery with SCons. See https://github.com/goostengine/goost/blob/gd3/SConstruct which allows to build any C++ module like an engine (that said, you could use scons commands directly within Box2D repository, and it should handle cloning Godot source and build Godot with Box2D, for instance). The trick is that the workflow files treat the module as if it was an engine.
This may be overkill for your case, it depends on how many platforms you'd like to target officially, or whether you just need to catch build issues/allow users to test out the module more easily.
I believe this is set up for Godot, but I don't know how it works. (Do we need a build server?)
It would be nice to have so that eventual releases don't have to be built manually.
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