This module provides a safe performant way to work with Godot 4.3, in Go via the GDExtension interface.
You can support the project and prioritise issues here
// This file is all you need to start a project in Go + Godot.
// Save it somewhere, install the `gd` command and use `gd run` to get started.
package main
import (
"fmt"
"grow.graphics/gd"
"grow.graphics/gd/gdextension"
)
type HelloWorld struct {
gd.Class[HelloWorld, gd.SceneTree]
}
// Initialize implements the Godot MainLoop _initialize interface (virtual function).
func (h *HelloWorld) Initialize() {
fmt.Println("Hello World from Go!")
}
func main() {
godot, ok := gdextension.Link()
if !ok {
return
}
gd.Register[HelloWorld](godot)
}
The module includes a drop-in replacement for the go command called gd
that
makes it easy to work with projects that run within Godot. It enables you to
start developing a new project from a single main.go file, to install it, make
sure that your $GOPATH/bin
is in your $PATH
and run:
go install grow.graphics/gd/cmd/gd@master
Now when you can run gd run
, gd test
on the main package in your project's
directory, things will work as expected. The tool will create a "graphics"
subdirectory where you can manage your assets via the Godot Editor.
Running the command without any arguments will startup the editor.
NOTE On linux (and macos if you have brew), gd
will download Godot for you automatically!
HINT On Windows, you'll want to
setup CGO.
If you don't want to use the gd
command, you can build a shared library with
the go
command directly:
go build -o example.so -buildmode=c-shared
Godot classes are exported by the gd
package and can be referred to by
their standard Godot names, for example gd.Object
is an
Object
reference. There's no inheritance, so to access the 'super' class, you need
to call Super()
on your custom 'Class'. All Godot classes have methods
to cast to the classes they extend for example AsObject()
or AsNode2D()
.
Methods have been renamed to follow Go conventions, so instead of underscores, methods are named as PascalCase. Keep this in mind when referring to the Godot documentation.
https://docs.godotengine.org/en/latest/index.html
Godot types are preferred over Go types, in order to keep allocations optional. All values are tied to a [gd.Lifetime] value, each extension class has two lifetimes:
(a) `Temporary` any values associated with it will be freed when Go returns to Godot.
(b) `KeepAlive` values will be associated with the class and will be freed when the
class is destroyed by Godot.
This module aims to offer memory safety for race-free extensions, if you discover
a way to unintentionally do something unsafe (like double free, use-after-free or
a segfault), using methods on types exported by the root gd
package please open
an issue.
Start with a main.go file, model your project in Go using structs to represent the
world, space or state of your project. Go is an excellent language for textual
representation. Use the gd
command to launch the Godot editor when you want to
create visual representation of your structures. The Godot editor is an excellent
tool for importing media, managing assets and designing the visual and spatial aspects
of a project. Don't forget to write tests!
* Godot Class -> gd.{ClassName}
* Godot Class Method -> gd.{ClassName}.{pascal(MethodName)}
* Godot Utility Function -> gd.Lifetime.{pascal(UtilityName)} OR gd.{pascal(UtilityName)} (pure)
* Godot Enum -> gd.{EnumName}
* Godot Enum Value -> gd.{EnumName}{EnumValueName}
* Godot Singleton -> gd.{ClassName}(gd.Lifetime) // function returns the singleton, they cannot be stored.
This module exposes an idiomatic implementation of the Godot RenderingDevice API, a low-level driver-agnostic rendering API.
gd.RenderingDevice(gd.Lifetime) // Full access to the low level RenderingDevice API (see grow.graphics/rd)
It's feasible to write high performance code using this module, keep to Godot types where possible and avoid escaping memory to the heap in frequently called functions.
Benchmarking shows method calls from Go -> Godot do not allocate in practice.
Allocations are currently unavoidable for GDScript -> Go calls (but not
for class virtual method overrides such as Ready
or Process
, which
should be allocation free).
We've got some ideas to reduce allocations for GDScript -> Go calls, when arguments fit entirely within registers. TBA.
There are a number of examples in the examples
repo. All examples are designed to be run with gd run
without any additional setup.
To run the go tests for this module cd internal && gd test
.
- Windows
- Linux (including Steam Deck)
- Mac (including Apple Silicon)
- Android (including MetaQuest)
- IOS (should work, untested)
- No support for indexed properties
- No support for Godot class functions with varargs.
- No support for script extensions.
- 64bit support only.
- No Web Export Yet (we have ideas on how to solve this)
- No planned support for proprietary consoles.
- Our pure Go zero-dependencies port of Godot's Color Class
- Our pure Go zero-dependencies port of Godot's Math Variants
- Our pure Go representation of Godot's RenderingDevice API
- godot-go (Another project aiming to support Go + Godot integration)
This project is licensed under an MIT license (the same license as Godot), you can use it in any manner you can use the Godot engine. If you use this for a commercially successful project, please consider financially supporting us.