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gdext is an early-stage library to bind the Rust language to Godot 4.
Godot is an open-source game engine, whose upcoming version 4.0 brings several improvements. Its GDExtension API allows integrating third-party languages and libraries.
Note: if you are looking for a Rust binding for GDNative (Godot 3), checkout
gdnative
.
Warning: this library is experimental and rapidly evolving. In particular, this means:
- Lots of bugs. A lot of the scaffolding is still being ironed out. There are known safety issues, possible undefined behavior as well as other potential problems.
- Lots of missing features. The priority is to get basic interactions working; as such, edge case APIs are deliberately neglected at this stage.
- No stability guarantees. APIs will break frequently (for releases, we try to take SemVer seriously though). Resolving the above two points has currently more weight than a stable API.
We do not recommend building a larger project in gdext yet. However, the library can serve as a playground for experimenting.
To get an overview of currently supported features, consult #24.
At this point, there is no support for Android, iOS or WASM. Contributions are very welcome!
An elaborate tutorial is available in the book (still under construction), here is the short version.
To find a version of Godot 4, the library expects either an executable of name godot4
in the PATH, or an environment variable GODOT4_BIN
containing the path to the executable (including filename).
We currently only have a GitHub version, crates.io releases are planned once more of the foundation is ready.
In your Cargo.toml, add:
[lib]
crate-type = ["cdylib"]
[dependencies]
godot = { git = "https://github.com/godot-rust/gdext", branch = "master" }
To get the latest changes, you can regularly run a cargo update
(possibly breaking). Keep your Cargo.lock
file under version control, so that it's easy to revert updates.
To register the GDExtension library with Godot, you need to create two files relative to your Godot project folder:
-
First, add
res://MyExt.gdextension
, which is the equivalent of.gdnlib
for GDNative.The
[configuration]
section should be copied as-is.
The[libraries]
section should be updated to match the paths of your dynamic Rust libraries.{my-ext}
can be replaced with the name of your crate.[configuration] entry_symbol = "gdext_rust_init" [libraries] linux.debug.x86_64 = "res://../rust/target/debug/lib{my-ext}.so" linux.release.x86_64 = "res://../rust/target/release/lib{my-ext}.so" windows.debug.x86_64 = "res://../rust/target/debug/{my-ext}.dll" windows.release.x86_64 = "res://../rust/target/release/{my-ext}.dll" macos.debug = "res://../rust/target/debug/{my-ext}.dylib" macos.release = "res://../rust/target/release/{my-ext}.dylib" macos.debug.arm64 = "res://../rust/target/debug/{my-ext}.dylib" macos.release.arm64 = "res://../rust/target/release/{my-ext}.dylib"
Note: for exporting your project, you'll need to use paths inside
res://
Note: If you specify your cargo compilation target via the
--target
flag or a.cargo/config.toml
file, the rust library will be placed in a path name that includes target architecture, and the.gdextension
library paths will need to match. E.g. for M1 Macs (macos.debug.arm64
andmacos.release.arm64
) the path would be"res://../rust/target/aarch64-apple-darwin/debug/{my-ext}.dylib"
-
A second file
res://.godot/extension_list.cfg
should be generated once you open the Godot editor for the first time. If not, you can also manually create it, simply containing the Godot path to your.gdextension
file:res://MyExt.gdextension
We highly recommend to have a look at a working example in the examples/dodge-the-creeps
directory.
This integrates a small game with Godot and has all the necessary steps set up.
API documentation can be generated locally using ./check.sh doc
(use dok
instead of doc
to open the page in the browser).
If you need help, join our Discord server and ask in the #help-gdext
channel!
We use the Mozilla Public License 2.0. MPL tries to find a balance between permissive (MIT, Apache, Zlib) and copyleft licenses (GPL, LGPL).
The license provides a lot of freedom: you can use the library commercially and keep your own code closed-source, i.e. game development is not restricted. The main condition is that if you change godot-rust itself, you need to make those changes available (and only those, no surrounding code).
Contributions are very welcome! If you want to help out, see Contributing.md
for some pointers on getting started!