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- .. _doc_what_is_gdextension:
- What is GDExtension?
- ====================
- Introduction
- ------------
- **GDExtension** is a Godot-specific technology that lets the engine interact with
- native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
- at run-time. You can use it to run native code without compiling it with the engine.
- .. note:: GDExtension is *not* a scripting language and has no relation to
- :ref:`GDScript <doc_gdscript>`.
- Differences between GDExtension and C++ modules
- -----------------------------------------------
- You can use both GDExtension and :ref:`C++ modules <doc_custom_modules_in_cpp>` to
- run C or C++ code in a Godot project.
- They also both allow you to integrate third-party libraries into Godot. The one
- you should choose depends on your needs.
- .. warning::
- Our long-term goal is that GDExtensions targeting an earlier version of
- Godot will work in later minor versions, but not vice-versa. For example, a
- GDExtension targeting Godot 4.2 should work just fine in Godot 4.3, but one
- targeting Godot 4.3 won't work in Godot 4.2.
- However, GDExtension is currently *experimental*, which means that we may
- break compatibility in order to fix major bugs or include critical features.
- For example, GDExtensions created for Godot 4.0 aren't compatible with Godot
- 4.1 (see :ref:`updating_your_gdextension_for_godot_4_1`).
- Advantages of GDExtension
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- Unlike modules, GDExtension doesn't require compiling the engine's source code,
- making it easier to distribute your work. It gives you access to most of the API
- available to GDScript and C#, allowing you to code game logic with full control
- regarding performance. It's ideal if you need high-performance code you'd like
- to distribute as an add-on in the :ref:`asset library <doc_what_is_assetlib>`.
- Also:
- - GDExtension is not limited to C and C++. Thanks to :ref:`third-party bindings
- <doc_what_is_gdnative_third_party_bindings>`, you can use it with many other
- languages.
- - You can use the same compiled GDExtension library in the editor and exported
- project. With C++ modules, you have to recompile all the export templates you
- plan to use if you require its functionality at run-time.
- - GDExtension only requires you to compile your library, not the whole engine.
- That's unlike C++ modules, which are statically compiled into the engine.
- Every time you change a module, you need to recompile the engine. Even with
- incremental builds, this process is slower than using GDExtension.
- Advantages of C++ modules
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- We recommend :ref:`C++ modules <doc_custom_modules_in_cpp>` in cases where
- GDExtension isn't enough:
- - C++ modules provide deeper integration into the engine. GDExtension's access
- is not as deep as static modules.
- - You can use C++ modules to provide additional features in a project without
- carrying native library files around. This extends to exported projects.
- .. note::
- If you notice that specific systems are not accessible via GDExtension
- but are via custom modules, feel free to open an issue on the
- `godot-cpp repository <https://github.com/godotengine/godot-cpp>`__
- to discuss implementation options for exposing the missing functionality.
- Supported languages
- -------------------
- The Godot developers officially support the following language bindings for
- GDExtension:
- - C++ :ref:`(tutorial) <doc_gdextension_cpp_example>`
- .. note::
- There are no plans to support additional languages with GDExtension officially.
- That said, the community offers several bindings for other languages (see
- below).
- .. _doc_what_is_gdnative_third_party_bindings:
- The bindings below are developed and maintained by the community:
- .. Binding developers: Feel free to open a pull request to add your binding if it's well-developed enough to be used in a project.
- .. Please keep languages sorted in alphabetical order.
- - `D <https://github.com/godot-dlang/godot-dlang>`__
- - `Go <https://github.com/grow-graphics/gd>`__
- - `Haxe <https://hxgodot.github.io/>`__
- - `Rust <https://github.com/godot-rust/gdext>`__
- - `Swift <https://github.com/migueldeicaza/SwiftGodot>`__
- .. note::
- Not all bindings mentioned here may be production-ready. Make sure to
- research options thoroughly before starting a project with one of those.
- Also, double-check whether the binding is compatible with the Godot version
- you're using.
- Version compatibility
- ---------------------
- GDExtension add-ons compiled for a given Godot version are only guaranteed to work
- with the same minor release series. For example, a GDExtension add-on compiled for
- Godot 4.0 will only work with Godot 4.0, 4.0.1, 4.0.2. In addition, GDExtension is
- not compatible with Godot 3.x.
- GDExtension add-ons are also only compatible with engine builds that use the
- level of floating-point precision the extension was compiled for. This means
- that if you use an engine build with double-precision floats, the extension must
- also be compiled for double-precision floats. See
- :ref:`doc_large_world_coordinates` for details.
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