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godot-d
godot-d
D2018–2021
godot-d / godot-d

godot-d

D language bindings for the Godot Engine's GDNative API

5Distinct people
5Mentions
0Explicit recommenders
212GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

D language bindings for the Godot Engine's GDNative API

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year5 dated mentions

Observed mentions: 2018-01-30 07:54:47 UTC to 2021-03-05 14:54:40 UTC.

0122018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC202
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC101
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101

What Hacker News says

5 sources
This is just personal opinion on my part. Godot is a wonderful project and the Godot team have done great work. I gave up on Game Maker years ago because I realized I was pouring hours and hours into learning a language I would never be able to use anywhere else, and as much as I like Godot (and I'm really starting to like it) I feel like I'm kind of making the same mistake. Even though Godot has support for C# and third party support for other languages[0..5] I have no idea how mature such projects are, or what the long term support prospects are. Like as not, Godot is built for GDScript, most if not nearly all tutorials assume GDScript, and any plugins you find will probably be using GDScript. You can probably assume that GDScript support is guaranteed for the future, and at best, C# support is probably guaranteed for the forseeable fut
Read the rest
ure, though not necessarily at parity with GDScript, version to version. Oh, and it also apparently Godot has its own shader language so forget about using GLSL as well, probably. As far as the language itself goes, GDScript has significant whitespace, and I don't like significant whitespace. Its idioms tend to be just unfamiliar enough to me that I keep forgetting things that would be obvious in another language. I really wish it had lambdas. BUT... it's still a capable language and obviously it does what it says on the tin. I guess you can stick with C# or wait until one of the other language projects matures, or just bite the bullet and use GDScript. The framework itself is so much easier to deal with than Unity IMHO, and for 2D I think it's worth the frustration. All of my issues with the language, thus far, are relatively minor and entirely subjective. [0]https://github.com/perbone/luascript [1]https://github.com/Geequlim/ECMAScript [2]https://github.com/touilleMan/godot-python [3]https://github.com/GodotNativeTools/godot-d [4]https://github.com/ShadowApex/godot-go [5]https://github.com/pragmagic/godot-nim
In Godot 3.2
I really wasn't! Glad you found it, I think the Github repository is even older if it's the project I saw a while back. All of that is possible because of GDNative, which ties together native code back to Godot itself so you don't have to recompile the whole engine just to bind native code to it. Adding a link to their GitHub since to me is looks like the dub website is slow / down? Link to D bindings for Godot: https://github.com/GodotNativeTools/godot-d Edit: Looks like they got Rust and C++ bindings in their umbrella too: https://github.com/GodotNativeTools
In Godot at GDC 2018
> There's also community support for python and some other languages There appears to be semi-official support for D[1] and Rust[2]. I also found some bindings for Nim[3]. However, since c# is supported, you can probably (?) also just use any language that runs on .net[4]. 1: https://github.com/GodotNativeTools/godot-d 2: https://github.com/GodotNativeTools/godot-rust 3: https://pragmagic.github.io/godot-nim/v0.5.2/ 4: https://en.wikipedia.org/wiki/List_of_CLI_languages
In Godot 3.0 game engine released

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