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fetastyfetasty/godot-skills/godot-gdextension/SKILL.md

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.

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
  1. Distinctive:

    If GDScript runs it fast enough, keep it in GDScript

    line 32
  2. Distinctive:

    Always recompile extensions when the project upgrades Godot

    line 252
  3. Very specific:

    Before recommending extension patterns, check the current version in the godot skill's references/VERSION.md

    line 253
  4. Distinctive:

    Use SIMD intrinsics or auto-vectorizable loops for math-heavy code

    line 262
  5. Distinctive:

    Use native threading (std::thread, rayon) for background computation

    line 265
  6. Very specific:

    Use call_deferred() for thread-safe Godot API calls

    line 268
  7. Distinctive:

    Not handling hot-reload — extension should survive editor reimport

    line 280
  8. Distinctive:

    Not building for all target platforms in CI

    line 284

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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 descriptor

Class 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 godot

godot-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

Aspectgodot-cpp (C++)godot-rust
PerformanceMaximumNear-maximum
Editor integrationFullFull
Build systemSConsCargo
SafetyManual memory managementCompile-time memory safety
EcosystemLarger, more examplesSmaller but growing
When to useWhen 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_release

CI 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 godot skill's references/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 godot skill contains engine reference docs (references/) — check them for version-specific API changes
  • The godot-gdscript skill covers the GDScript/native boundary from the GDScript side
  • The godot-shader skill covers compute shader vs native alternatives

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