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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 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 4:00:59 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

4 sources
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?

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