Using any C++ library in Godot

(blog.conan.io)

31 points | by czoido 1 hour ago

6 comments

  • valorzard 1 hour ago
    If you know rust, the Godot rust bindings for GDExtension are also really good and let you use any Rust library in Godot (including tokio and async rust if you really want) https://godot-rust.github.io/
  • jokoon 22 minutes ago
    So it requires writing a CMake script, some python, and some weird C++ code.

    A bit tedious but that's how it goes.

    • OsrsNeedsf2P 12 minutes ago
      The point is that it's compatible, not that it's the recommended way of doing things.
  • hnacobsxph 6 minutes ago
    Static linking libstdc++ with -fvisibility=hidden saved me on Linux, though it bit me the day I needed exceptions to cross the boundary.
  • fwsgonzo 1 hour ago
    Just don't forget the versioning script needed on at least Linux. It's either that or build with the same older distro Godot uses, so you have a matching libstdc++ version. You can link with a newer stdlibc++ but you will need a linker versioning script that hides your impl from the dynamic linker so you don't get random ghosts in your machine.
    • czoido 26 minutes ago
      Hi! Yes, you are right, thanks for pointing this out. It's something to keep in mind when distributing an extension for Linux. I have just updated the post with a note about it.
  • zerr 59 minutes ago
    > // Copy the position of every entity into the MultiMesh buffer

    So, is a zero-copy impossible due to world (C++ vs Godot) boundaries?

  • ill-ion 1 hour ago
    [dead]