https://github.com/dresswithpockets/odin-godot
Godot toolkit for the Odin programming language
https://github.com/dresswithpockets/odin-godot
binding gdextension gdnative godot odin odin-lang
Last synced: 9 months ago
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Godot toolkit for the Odin programming language
- Host: GitHub
- URL: https://github.com/dresswithpockets/odin-godot
- Owner: dresswithpockets
- License: apache-2.0
- Created: 2023-04-27T11:36:23.000Z (over 3 years ago)
- Default Branch: main
- Last Pushed: 2025-12-01T23:18:43.000Z (10 months ago)
- Last Synced: 2025-12-04T13:57:01.207Z (10 months ago)
- Topics: binding, gdextension, gdnative, godot, odin, odin-lang
- Language: Odin
- Homepage:
- Size: 623 KB
- Stars: 110
- Watchers: 6
- Forks: 10
- Open Issues: 5
-
Metadata Files:
- Readme: readme.md
- License: LICENSE
Awesome Lists containing this project
- awesome-odin - Godot Toolkit - godot/blob/main/LICENSE) | Gamedev, Engine, Utility (Libraries / Gamedev)
README
# Godot Toolkit for Odin
> [!WARNING]
> **This toolkit is a Work In Progress!**
>
> If you are using parts of it, beware of sudden major changes to the API, structure, and features.
This currently targets Godot v4.4. The base interface is backwards compatible with v4.3 and v4.2, and may even work with v4.1, **but it will not work with v4.0**. For a version which works with `v4.0` use the [dev-4.0-2024-02 release](https://github.com/dresswithpockets/odin-godot/tree/dev-4.0-2024-02).
Checkout releases for each Godot version here: https://github.com/dresswithpockets/odin-godot/releases - Some are more stable than others.
## Base GDExtension Bindings
The bindings to the C Interface are in `gdextension`. Check out [hello-gdextension](examples/hello-gdextension/) for example usage of these bindings.
## Generating Complete Bindings
Clone & generate bindings
```sh
git clone --recurse-submodules -j8 https://github.com/dresswithpockets/odin-godot
cd odin-godot
make bindings
```
Bindings for all enums, classes, utility functions, singletons, and native structs will be generated in `core`, `editor`, and `variant`.
> [!NOTE]
> `make bindings` expects odin on path, all submodules updated, and odin-godot (this repo) is the working directory.
Alternatively, you may build and run `bindgen` yourself:
```sh
# temple is the templating engine used by bindgen, temple_cli is temple's preprocessor.
odin build temple/cli/ -o:speed -out:bin/temple_cli.exe
# temple_cli will recursively search all odin files in the specified directory for
# usages of `compiled` and `compiled_inline`, then it will generate Odin code with
# the built templates in templates.odin, in the specified directory. in this case,
# its searching in the bindgen directory, and outputs to bindgen/templates.odin, with
# the `bindgen` package name.
./bin/temple_cli.exe bindgen bindgen bindgen
# bindgen is the tool which uses the temple templates to generate the entire
# GDExtension binding
odin build bindgen/ -o:speed -out:bin/bindgen.exe
# bindgen requires a path to a json file which describes the GDExtension API.
# One is available in godot-cpp.
./bin/bindgen.exe godot-cpp/gdextension/extension_api.json
```
## Creating a GDExtension
See [the example game](examples/game) for a working usage of these bindings.
Then, follow the instructions for [using the extension module](https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html#using-the-gdextension-module).
## Godin
Godin is a preprocessor which generates most of the boilerplate for Extension Classes, Methods, Enums, Properties, Signals, Groups, and Subgroups.
> [!WARNING]
> **Godin is suuuuper work in progress!**
>
> Godin doesn't produce correct gdextension useage in its current state, and may not even run in some cases.
For example, the following Odin code will produce all of the boilerplate for an extension class "Player" that extends "Node2D".
```odin
package test
//+class Player extends Node2D
Player :: struct {
health: i64,
}
```
To build Godin:
```sh
# while in the odin-godot directory
./build_godin.sh
```
Run `godin help` for usage details, including documentation about the Godin preprocessor syntax.