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touilleMan
godot-python
Python2018–2022
touilleMan / godot-python

godot-python

Python support for Godot 🐍🐍🐍

6Distinct people
8Mentions
0Explicit recommenders
2.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Python support for Godot 🐍🐍🐍

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

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 7–Nov 14 UTC Β· Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 12:54:37 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 year8 dated mentions

Observed mentions: 2018-01-30 08:22:59 UTC to 2022-06-30 14:13:59 UTC.

01232018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 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): 2 mentions; 1 submissions, 1 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2022

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 UTC303
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 UTC211
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202

What Hacker News says

8 sources
The languages listed as "production ready" here[0] are Javascript, Lua, Nim, Rust and Typescript. Also I would hesitate to call GDScript a weird Python. It shares some of Python's syntax, like significant whitespace, but beyond that it's a completely different beast. There is an actual Python for Godot project[1] but I don't know how close it is to ready for prime time. [0]https://github.com/Vivraan/godot-lang-support [1]https://github.com/touilleMan/godot-python
In Unity is laying off hundreds of employees
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
(Please correct me if any of the following is imprecise, as I am not a core dev of Godot) Languages are roughly stacked like this: 1. Internal scripting Godot internally (C++ source) makes a distinction between core and modules. So many of the functionality that do not necessarily belong to the core engine are modules. You are free to write your own extension to and modules to the editor (for example custom Node types). There is also an EditorPlugin API so you do not necessarily have to get your hands wet in the engine API itself if not necessary. Btw. the latter API is also exposed in GDScript. Anything that implements script_language.h as a module is considered part of the editor (e.g. exposed in-editor script support etc.) In 3.0 that would be GDScript and C#. 2. GDNative Additionally 3.0 introduced GDNative which in essence is an API
Read the rest
that exposes the internal C++ API that makes up the In-Game scripting as C symbols. This has the benefit that C can be bound to anything. Going this route even the C++ API is bindings created through C :-). More details here [1]. It is a relatively new effort but so far the following languages are supported (not making claims about stability/maturity here): - C (just the API itself via the shipped headers) - C++ [2] - D [2] - Rust [2] - Python [3] - Nim [4] - Possibly others? Once you have a library that can be hooked into you load it in the editor for each individual platform you try to target. That being said: There is no heavy boilerplate-magic going on. I've setup a CMake file to handle C++ plugins without big issues. There is no real hot-loading AFAIK but you do not need to restart the editor since it loads the libraries in play mode. This is a sample of the GDNative API [5]. Here is a manual setup with C [6]. While the tooling improved meanwhile (e.g. in editor tools to set the libraries) it gives you a good overview how the GDNative API works. Hope that makes sense. [1] GDNative Architecture https://godotengine.org/article/look-gdnative-architecture [2] Main GDNative Language Bindings https://github.com/GodotNativeTools [3] Python via GDNative https://github.com/touilleMan/godot-python [4] Nim via GDNative https://github.com/pragmagic/godot-nim [5] GDNative C++ API Sample https://github.com/GodotNativeTools/godot-cpp#creating-simpl... [6] C example of GDNative (Godot Docs) http://docs.godotengine.org/en/3.0/tutorials/plugins/gdnativ...
In Godot at GDC 2018
I'm a python programmer, and I've tried GDScript, and the extent to which it's like python was disappointing and superficial. It's missing most of the features which make python worth using, such as decorators, generators/coroutines, comprehensions, context managers. Especially the lack of generator-based context managers was a big deal. But the real dealbreaker was not being able to use the pydata stack, as much of the power of python is its rich library support. If I can't use SciPy to do the heavy graph algorithms and voronoi calculations and statistical models, what's the point? That said, the introduction of GDNative and touilleMan's godot-python extension is a game-changer (pun intended), and I'm looking forward to diving in now. [0]: https://github.com/touilleMan/godot-python
In Godot 3.0 game engine released

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