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godot-rust
gdnative
Rust2018–2023
godot-rust / gdnative · Archived

gdnative

Rust bindings for Godot 3

13Distinct people
14Mentions
1Explicit recommenders
3.6KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Rust bindings for Godot 3

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

Really positive, since I love Rust very very much. It's great to have modern conveniences but insanely fast and safe. I switch between developing a pure simulation framework…

gridspy used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

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, 1:49:46 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 year14 dated mentions

Observed mentions: 2018-01-30 07:54:47 UTC to 2023-03-16 20:57:36 UTC.

012342018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20182019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 4 mentions; 1 submissions, 3 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2023

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 UTC101
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 UTC404
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC303
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC413
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC101

What Hacker News says

14 sources
> Same for Godot. While likely true that it's "Unlikely to ever be as supported" as the 4 officially supported languages[0] ("GDScript, C#, and, via its GDExtension technology, C and C++."), Godot's GDExtension technology is specifically intended for use in adding support for other languages. The most relevant tracking issue for Rust is presumably: * <https://github.com/godot-rust/gdnative/issues/824> Which links to: * <https://github.com/godot-rust/gdextension> [0] https://docs.godotengine.org/en/4.0/getting_started/step_by_...
In Rust – Are We Game Yet?
I'm not sure if you are referring to GDNative which is the native/binary "scripting" interface, or hacking on the engine code itself. Neither are the primary way to use Godot -- the documentation reflects that, I guess. A lot of the documentation is not language specific, and a lot of the topics covered are fundamental. The engine code is great. It's structured logically and navigating it is intuitive. Building the engine is simple, customisable, and documented well. Significant chunks of the engine are integrated as compiled in 'modules'. You can add your own modules and the build system lets you select which modules to include. Adding new node types and working with the scripting/binding system is pretty straight-forward. I think the documentation for working on the engine[0] and contributing to the project[1] (as well as the code itsel
Read the rest
f) are areas where Godot is doing exceptionally well. GDNative can be used to integrate external libraries, add support for other languages[2], without compiling the engine. You can use it as a scripting layer, add node types, etc. I haven't used GDNative non-trivially. * [0] https://docs.godotengine.org/en/stable/development/cpp/index... * [1] https://docs.godotengine.org/en/stable/community/contributin... * [2] https://github.com/godot-rust/godot-rust
In Developing Godot Projects with Neovim
GDScript is essentially a slimmed-down Python with all the bad dev. experience stuff removed (version- & dependency management that is). Godot has C# support since 3.0[1]. Though to me C# seems as arbitrary as any language – Godot doesn't strive to compete with Unity. Why not use Scala or Lua? While I'm not a fan of Python I think its a reasonable choice given the target audience of devs using a game creation IDE/editor. Experienced devs who want to use the Godot ecosystem/frontend/engine can always use whatever to write their game in by adding the resp. bindings; e.g. Rust[2]. [1] https://docs.godotengine.org/en/stable/tutorials/scripting/c... [2] https://github.com/godot-rust/godot-rust
In Is Making Advanced GUI Applications with Godot the Future?
gridspy·Sep 17, 2019Recommendation phrase
Really positive, since I love Rust very very much. It's great to have modern conveniences but insanely fast and safe. I switch between developing a pure simulation framework and working in Godot. The sim is 100% rust and then I have another crate which binds with Godot. There I can concentrate on updating the scene tree based on the simulation. Since only the simulation needs to be synchronized for multiplayer I expect this will work better long term. I use these opensource bindings https://github.com/GodotNativeTools/godot-rust - Godot supports dynamically loading your game code in a DLL - Called "GDNative" - so you can use any compiled language. For an old discussion of my Godot pros/cons see this post on Reddit. The community stepped forward and was very supportive, so I have decided to stay. https://www.reddit.com/r/godot/comments/ch1
Read the rest
xsx/i_might_switc... I have also tried unity, I wrote a Rust chess AI against it for the "four kings one war" variant. My experience with Rust in Unity was more painful. For instance you need to restart the unity editor to reload the DLL. It crashes painfully often. Loading and switching targets can be very slow, etc. https://www.reddit.com/r/rust/comments/c0e5yf/i_created_a_ru... However, the Unity game itself works very well now and the rust story was very very good. Building on Mac after building on PC was trivial - it just worked. Setting up a new dev machine was just checkout, rustup, cargo test - it just worked. Getting things to look nice in Godot is trivial. I really just set up basic lighting, ticked some boxes and imported some basic meshes from Blender. I'm only getting started and I think my screenshots look quite nice :D
In Cosmoteer: A starship design, simulation, and battle game
> 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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