This module provides a safe performant way to work with graphics and game development in Go via the GDExtension interface of a supported graphics/game engine. So far, Godot 4.3 is the only officially supported engine.
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// This file is all you need to start a project.
// Save it somewhere, install the `gd` command and use `gd run` to get started.
package main
import (
"graphics.gd/startup"
"graphics.gd/classdb/Control"
"graphics.gd/classdb/Label"
"graphics.gd/classdb/SceneTree"
)
func main() {
startup.Wait() // wait for the graphics/game engine to start up.
hello := Label.New()
hello.AsControl().SetAnchorsPreset(Control.PresetFullRect) // expand the label to take up the whole screen.
hello.SetHorizontalAlignment(Label.HorizontalAlignmentCenter)
hello.SetVerticalAlignment(Label.VerticalAlignmentCenter)
hello.SetText("Hello, World!")
SceneTree.Add(hello)
}
The module includes a drop-in replacement for the go command called gd
that
makes it easy to work with projects that run alongside a graphics/game engine.
It enables you to start developing a new project from a single main.go
file,
to install it, make sure that your $GOPATH/bin
is in your $PATH
and run:
go install graphics.gd/cmd/gd@master
Now when you can run gd run
, gd test
on the main package in your project's
directory, things will work as expected. The tool will create a "graphics"
subdirectory where you can manage your assets via the Engine's Editor.
Running the command without any arguments will startup the Engine's Editor.
NOTE On linux (and macos if you have brew), gd
will download an engine for you automatically!
HINT On Windows, you'll want to
setup CGO.
If you don't want to use the gd
command, you can build a shared library with
the go
command directly:
go build -o example.so -buildmode=c-shared
Each engine class is available as its own package under classdb
. To import the
Node
class you can import "graphics.gd/classdb/Node"
There's no inheritance,
so to access a 'super' class, you need to call Super()
on an Extension 'Class'.
All engine classes have methods to cast to any sub-classes they extend for example
AsObject()
or AsNode2D()
.
Methods have been renamed to follow Go conventions, so instead of underscores, methods are named as PascalCase. Keep this in mind when referring to the Engine documentation.
https://docs.godotengine.org/en/latest/index.html
Engine references must be 'used' every frame in order to remain alive, otherwise they will automatically be garbage collected each frame. You shouldn't have to worry about any memory management as long as you keep Engine references inside an extension class and don't hold onto references across frames. If you get an "expired pointer" error, it means either the reference has outlived its frame and has not been used since or the ownership of the value was transferred to the engine.
Start with a main.go file, model your project in Go using structs to represent the
world, space or state of your project. Go is an excellent language for textual
representation. Use the gd
command to launch the Engine's editor when you want to
create visual representation of your structures. The editor is excellent for importing
media, managing assets and designing the visual and spatial aspects of a project.
NOTE: Don't forget to write tests!
* Engine Class -> graphics.gd/classdb/{ClassName}
* Engine Class Method -> graphics.gd/classdb/{ClassName}.Instance.{pascal(MethodName)}
* Utility Functions -> graphics.gd/variant/* and/or use the Go standard library.
* Enum -> graphics.gd/classdb/{ClassName}.{EnumName}
* Enum Value -> graphics.gd/classdb/{ClassName}.{EnumName}{EnumValueName}
* Singletons -> graphics.gd/classdb/{ClassName}.{pascal(MethodName)} // package-level functions.
It's feasible to write high performance code using this module, keep to Engine types where possible and avoid
memory to the heap in frequently called functions. Advanced
instances are available for each class which allow
more fine-grained control over memory allocation.
Benchmarking shows method calls from Go -> Engine do not allocate in practice.
Allocations are currently unavoidable for Script -> Go calls (but not
for class virtual method overrides such as Ready
or Process
, which
should be allocation free).
We've got some ideas to reduce allocations for Script -> Go calls, when arguments fit entirely within registers. TBA.
There are a number of examples in the examples
repo. All examples are designed to be run with gd run
without any additional setup.
To run the go tests for this module cd internal && gd test
.
- Windows
- Linux (including Steam Deck)
- Mac (including Apple Silicon)
- Android (including MetaQuest)
- IOS (should work, untested)
- No support for calling Engine class methods that take varargs.
- No support for script extensions.
- 64bit support only.
- No Web Export Yet (we have some ideas on how to work towards this)
- No planned support for proprietary consoles.
- godot-go (Another project aiming to support Go + Godot integration)
This project is licensed under an MIT license (the same license as Godot), you can use it in any manner you can use the Godot engine. If you use this for a commercially successful project, please consider financially supporting us.