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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.
- .. 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 to expose the missing functionality.
- 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.
- 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.
- - `Rust <https://github.com/godot-rust/gdextension>`__
- .. 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.
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