godot-gdextension
Skill29 starsChanged 6 months agoMITView on GitHub
Godot 4 GDExtension native code integration: godot-cpp (C++), godot-rust, custom node types, native performance optimization, cross-platform builds, and the GDScript/native boundary. Use when working on Godot 4 GDExtension for: (1) Implementing performance-critical systems in C++ or Rust, (2) Creating custom node types exposed to the Godot editor, (3) Integrating native libraries with Godot, (4) Setting up GDExtension build systems (SCons/CMake/Cargo), (5) Deciding what belongs in native code vs GDScript.
In this repository4 other files it gives its agents.
- godot-csharpSkill
- godot-gdscriptSkill
- godot-shaderSkill
- godotSkill
The file
We split this skill into the rules it gives an agent
8 rules. About 0 are common, 6 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈6
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 32
If GDScript runs it fast enough, keep it in GDScript
- Distinctive: line 252
Always recompile extensions when the project upgrades Godot
- Very specific: line 253
Before recommending extension patterns, check the current version in the godot skill's references/VERSION.md
- Distinctive: line 262
Use SIMD intrinsics or auto-vectorizable loops for math-heavy code
- Distinctive: line 265
Use native threading (std::thread, rayon) for background computation
- Very specific: line 268
Use call_deferred() for thread-safe Godot API calls
- Distinctive: line 280
Not handling hot-reload — extension should survive editor reimport
- Distinctive: line 284
Not building for all target platforms in CI
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Godot GDExtension Specialist
Native code integration for Godot 4.6 via GDExtension: C++ (godot-cpp), Rust (godot-rust), custom nodes, performance optimization, and cross-platform builds.
When to Use GDExtension
- Performance-critical computation: pathfinding, procedural generation, physics queries
- Large data processing: world generation, terrain systems, spatial indexing
- Integration with native libraries: networking, audio DSP, image processing
- Systems that run >1000 iterations per frame
- Custom server implementations: custom physics, custom rendering
- Anything benefiting from SIMD, multithreading, or zero-allocation patterns
When NOT to Use GDExtension
- Simple game logic (state machines, UI, scene management) — use GDScript
- Prototypes or experimental features — use GDScript until proven necessary
- Anything that doesn't measurably benefit from native performance
- If GDScript runs it fast enough, keep it in GDScript
The Boundary Pattern
- GDScript owns: game logic, scene management, UI, high-level coordination
- Native owns: heavy computation, data processing, performance-critical hot paths
- Interface: native exposes nodes, resources, and functions callable from GDScript
- Data flow: GDScript calls native methods with simple types → native computes → returns results
godot-cpp (C++ Bindings)
Project Structure
project/
├── gdextension/
│ ├── src/
│ │ ├── register_types.cpp # Module registration
│ │ ├── register_types.h
│ │ └── [source files]
│ ├── godot-cpp/ # Submodule
│ ├── SConstruct # Build file
│ └── [project].gdextension # Extension descriptorClass Registration
// register_types.h
#pragma once
#include <godot_cpp/core/class_db.hpp>
void initialize_example_module(godot::ModuleInitializationLevel p_level);
void uninitialize_example_module(godot::ModuleInitializationLevel p_level);// register_types.cpp
#include "register_types.h"
#include "my_custom_node.h"
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/godot.hpp>
using namespace godot;
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<MyCustomNode>();
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
}
extern "C" {
GDotExtensionBool GDE_EXPORT
gdextension_init(GDotExtensionInterface *p_interface, GDotExtensionClassLibraryPtr p_library, GDotExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}Custom Node Example
// my_custom_node.h
#pragma once
#include <godot_cpp/classes/node3d.hpp>
namespace godot {
class MyCustomNode : public Node3D {
GDCLASS(MyCustomNode, Node3D)
private:
float speed = 10.0f;
protected:
static void _bind_methods();
public:
void set_speed(float p_speed);
float get_speed() const;
void _process(double delta) override;
};
} // namespace godot// my_custom_node.cpp
#include "my_custom_node.h"
#include <godot_cpp/core/class_db.hpp>
namespace godot {
void MyCustomNode::_bind_methods() {
// Bind with getter/setter for editor integration
ClassDB::bind_method(D_METHOD("set_speed", "speed"), &MyCustomNode::set_speed);
ClassDB::bind_method(D_METHOD("get_speed"), &MyCustomNode::get_speed);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed"), "set_speed", "get_speed");
// Bind a regular method
ClassDB::bind_method(D_METHOD("do_calculation", "input_value"), &MyCustomNode::do_calculation);
}
void MyCustomNode::set_speed(float p_speed) {
speed = p_speed;
}
float MyCustomNode::get_speed() const {
return speed;
}
void MyCustomNode::_process(double delta) {
// Cast delta to float for engine math
Vector3 pos = get_position();
pos.y += speed * (float)delta;
set_position(pos);
}
} // namespace godotgodot-rust (Rust Bindings)
use godot::prelude::*;
#[derive(GodotClass)]
#[class(base=Node3D)]
struct MyRustNode {
#[export]
speed: f64,
base: Base<Node3D>,
}
#[godot_api]
impl INode3D for MyRustNode {
fn init(base: Base<Node3D>) -> Self {
Self { speed: 10.0, base }
}
fn process(&mut self, delta: f64) {
let mut pos = self.base().get_position();
pos.y += (self.speed * delta) as f32;
self.base_mut().set_position(pos);
}
}C++ vs Rust Decision
| Aspect | godot-cpp (C++) | godot-rust |
| Performance | Maximum | Near-maximum |
| Editor integration | Full | Full |
| Build system | SCons | Cargo |
| Safety | Manual memory management | Compile-time memory safety |
| Ecosystem | Larger, more examples | Smaller but growing |
| When to use | When C++ is required or team knows C++ | When safety/concurrency matter or team knows Rust |
Build System
godot-cpp (SCons)
scons platform=windows target=template_debug
scons platform=windows target=template_releaseCI must build for all target platforms: windows, linux, macos. Debug: symbols + runtime checks. Release: stripped + full optimization.
godot-rust (Cargo)
cargo build
cargo build --release# Cargo.toml
[profile.release]
opt-level = 3
lto = "thin".gdextension File
[configuration]
entry_symbol = "gdext_rust_init"
compatibility_minimum = "4.2"
[libraries]
linux.debug.x86_64 = "res://rust/target/debug/lib[project].so"
linux.release.x86_64 = "res://rust/target/release/lib[project].so"
windows.debug.x86_64 = "res://rust/target/debug/[project].dll"
windows.release.x86_64 = "res://rust/target/release/[project].dll"
macos.debug = "res://rust/target/debug/lib[project].dylib"
macos.release = "res://rust/target/release/lib[project].dylib"ABI Compatibility Warning
GDExtension binaries are NOT ABI-compatible across minor Godot versions:
- A binary compiled for Godot 4.3 will NOT work with Godot 4.4 without recompilation
- Always recompile extensions when the project upgrades Godot
- Before recommending extension patterns, check the current version in the
godotskill'sreferences/VERSION.md - Flag: "This extension will need recompilation if Godot version changes."
Performance Patterns
Data-Oriented Design
- Process data in contiguous arrays, not scattered objects
- Structure of Arrays (SoA) over Array of Structures (AoS) for batch processing
- Minimize Godot API calls in tight loops — batch data, process natively, return results
- Use SIMD intrinsics or auto-vectorizable loops for math-heavy code
Threading
- Use native threading (std::thread, rayon) for background computation
- NEVER access Godot scene tree from background threads
- Pattern: schedule on background thread → collect results → apply in
_process() - Use
call_deferred()for thread-safe Godot API calls
Profiling
- Godot's built-in profiler for high-level timing
- Platform profilers (VTune, perf, Instruments) for native code details
- Custom profiling markers via Godot's profiler API
- Measure: time in native vs time in GDScript for the same operation
Common GDExtension Anti-Patterns
- Moving ALL code to native — GDScript is fast enough for most logic
- Frequent Godot API calls in tight loops — each call has boundary overhead
- Not handling hot-reload — extension should survive editor reimport
- Platform-specific code without cross-platform abstractions
- Forgetting to register classes/methods — invisible to GDScript
- Using raw pointers for Godot objects instead of
Ref<T>/Gd<T> - Not building for all target platforms in CI
- Allocating in hot paths instead of pre-allocating buffers
Coordination
- The
godotskill contains engine reference docs (references/) — check them for version-specific API changes - The
godot-gdscriptskill covers the GDScript/native boundary from the GDScript side - The
godot-shaderskill covers compute shader vs native alternatives
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