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- .. _doc_what_is_gdnative:
- What is GDNative?
- =================
- Introduction
- ------------
- **GDNative** is a Godot-specific technology that lets the engine interact with
- native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
- at run-time. You can use it to run native code without compiling it with the engine.
- .. note:: GDNative is *not* a scripting language and has no relation to
- :ref:`GDScript <doc_gdscript>`.
- Differences between GDNative and C++ modules
- --------------------------------------------
- You can use both GDNative and :ref:`C++ modules <doc_custom_modules_in_c++>` to
- run C or C++ code in a Godot project.
- They also both allow you to integrate third-party libraries into Godot. The one
- you should choose depends on your needs.
- Advantages of GDNative
- ^^^^^^^^^^^^^^^^^^^^^^
- Unlike modules, GDNative doesn't require compiling the engine's source code,
- making it easier to distribute your work. It gives you access to most of the API
- available to GDScript C#, allowing you to code game logic with full control
- regarding performance. It's ideal if you need high-performance code you'd like
- to distribute as an add-on in the :ref:`asset library <doc_what_is_assetlib>`.
- Also:
- - GDNative is not limited to C and C++. Thanks to :ref:`third-party bindings
- <doc_what_is_gdnative_third_party_bindings>`, you can use it with many other
- languages.
- - You can use the same compiled GDNative library in the editor and exported
- project. With C++ modules, you have to recompile all the export templates you
- plan to use if you require its functionality at run-time.
- - GDNative only requires you to compile your library, not the whole engine.
- That's unlike C++ modules, which are statically compiled into the engine.
- Every time you change a module, you need to recompile the engine. Even with
- incremental builds, this process is slower than using GDNative.
- Advantages of C++ modules
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- We recommend :ref:`C++ modules <doc_custom_modules_in_c++>` in cases where
- GDNative isn't enough:
- - C++ modules provide deeper integration into the engine. GDNative's access is
- limited to what the scripting API exposes.
- - You can use C++ modules to provide additional features in a project without
- carrying native library files around. This extends to exported projects.
- - C++ modules are supported on all platforms. In contrast, GDNative isn't
- supported on HTML5 and the Universal Windows Platform (UWP) yet.
- - C++ modules can be faster than GDNative, especially when the code requires a
- lot of communication through the scripting API.
- Supported languages
- -------------------
- The Godot developers officially support the following language bindings for
- GDNative:
- - C++ :ref:`(tutorial) <doc_gdnative_cpp_example>`
- - C :ref:`(tutorial) <doc_gdnative_c_example>`
- .. note::
- There are no plans to support additional languages with GDNative officially.
- That said, the community offers several bindings for other languages (see
- below).
- .. _doc_what_is_gdnative_third_party_bindings:
- The bindings below are developed and maintained by the community:
- .. Binding developers: Feel free to open a pull request to add your binding if it's well-developed enough to be used in a project.
- .. Please keep languages sorted in alphabetical order.
- - `D <https://github.com/godot-d/godot-d>`__
- - `Kotlin <https://github.com/utopia-rise/godot-kotlin>`__
- - `Nim <https://github.com/pragmagic/godot-nim>`__
- - `Python <https://github.com/touilleMan/godot-python>`__
- - `Rust <https://github.com/godot-rust/godot-rust>`__
- .. note::
- Not all bindings mentioned here may be production-ready. Make sure to
- research options thoroughly before starting a project with one of those.
- Also, double-check whether the binding is compatible with the Godot version
- you're using.
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