GDExtension in Godot – Complete Guide

Diving into the world of game development presents endless learning opportunities. Among the most exciting things to explore is the power of Godot Engine, especially with the advent of Godot 4 which brings a fresh feature for game developers: the GDExtension. This new functionality is like a magic wand for developers, allowing them to create and integrate native libraries in a more streamlined manner. Join us as we unravel the mysteries of GDExtension and discover how it can elevate your Godot game development skills.

What is GDExtension?

GDExtension is a class in Godot 4 that allows developers to load and interface with native libraries. It’s part of Godot’s effort to provide more flexibility and performance for game developers. In essence, it’s a gateway to harnessing the power of C++, or any other language that can compile into a shared library, directly within your Godot projects.

What is it for?

Utilizing GDExtension, you can develop game functionalities that require highly optimized performance, like complex physics simulations or intricate AI behaviors, separate from the main Godot engine. This class is responsible for managing the lifecycle of these native libraries and ensuring they play nicely within the Godot ecosystem.

Why should I learn it?

Embracing GDExtension opens up a world of possibilities for game developers who are looking to push the boundaries of what can be achieved with Godot. Whether you’re a beginner aiming to expand your horizons or an experienced coder striving for performance gains, understanding GDExtension is a valuable asset in your game development toolkit. Let’s embark on this coding adventure, exploring its capabilities and how it can contribute to creating more robust and efficient games.

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Setting Up Your GDExtension Environment

Before we begin utilizing GDExtension, we need to set up our environment. Ensure that you have Godot 4.0 installed, along with an IDE for C++ development and the necessary build tools for compiling your native code.

// Example of environment setup
// This example is not meant to be a working script but a representation of steps you may take

1. Install Godot 4.0 from the official website.
2. Install an IDE for C++ development (e.g., Visual Studio, Code::Blocks, etc.).
3. Install build tools (such as CMake or Make) depending on your operating system.

Creating a Simple GDExtension Module

First, let’s create a simple module that we can load into Godot. We’ll begin by defining our GDExtension class and a simple method within it. Here’s how you might set it up:

// File: simple_module.cpp
#include <Godot.hpp>
#include <Reference.hpp>

class SimpleModule : public godot::Reference {
    GODOT_CLASS(SimpleModule, godot::Reference);

    SimpleModule() {}

    void _init() {
        godot::Godot::print("SimpleModule initialized!");

    godot::String greet() {
        return "Hello from SimpleModule!";

    static void _register_methods() {
        godot::register_method("greet", &SimpleModule::greet);

// This is boilerplate code necessary for Godot to recognize our module
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {

extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {

extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {

In the above code, we have created a `SimpleModule` class that extends `godot::Reference`. We’ve defined an initialization method and a `greet` method, which will be called from Godot to return a hello message. At the bottom, we have the necessary boilerplate code for initializing and terminating the extension. We also register our `SimpleModule` class with Godot.

Compiling Your GDExtension Module

With our SimpleModule class defined, it’s time to compile it into a shared library that can be loaded by Godot. The following example uses `g++` as the compiler, though you may need to adapt the commands for your system and compiler.

// Compiling code
g++ -fPIC -o simple_module.cpp -shared `pkg-config --cflags --libs godot-cpp`

This command compiles our `simple_module.cpp` file into a shared library called `` (or `.dll` on Windows, `.dylib` on MacOS), which can be used by Godot. We use `pkg-config` to automatically configure the correct flags and libraries needed for the godot-cpp bindings.

Loading and Using Your GDExtension in Godot

Now that we have compiled our module as a shared library, here’s how you can load it in Godot:

// Inside Godot, create a new GDNativeScript resource
// Attach the GDNativeScript to a node, and set the library property to the path of your compiled library

// Example for creating a GDNativeScript Resource:
var simple_module_script =
simple_module_script.library = load("res://path/to/your/")

// Attaching the script to a Node and using the `greet` method:
var my_node =
print(my_node.greet())  // Outputs "Hello from SimpleModule!"

This demonstrates how we create a `GDNativeScript` resource, set the path to our compiled library, and then load it onto a node so that we can utilize the `greet` method we defined.

Clear and concise steps highlight Godot 4.0’s integration with native development, bridging the gap between high-level engine functionality and low-level performance enhancements. By inserting power where it’s needed most, GDExtension inherently raises the quality bar for game projects, enabling finer control over key game elements.

Stay tuned for our next tutorial segment, where we’ll delve further into advanced GDExtensions, exploring parameter passing, signal connection, and object ownership. These will bring your game development prowess to even greater heights with Godot 4.0!

As we delve further into GDExtension’s capabilities, we’ll explore how to handle parameters, connect signals, and manage object ownership. These are fundamental concepts that allow for more complex interactions between your native code and Godot engine. Here’s how you can implement these features in your GDExtensions:

Passing Parameters to Native Methods

Passing parameters from Godot to your native module is straightforward. Let’s modify our greet method to accept a name parameter:

// Modified greet method in SimpleModule class
godot::String greet(godot::String name) {
    return "Hello, " + name + " from SimpleModule!";

// Modified _register_methods function
static void _register_methods() {
    godot::register_method("greet", &SimpleModule::greet);
    godot::register_property<SimpleModule, godot::String>("name", &SimpleModule::name, godot::String());

Godot will automatically convert the passed String parameter from GDScript to a godot::String type that can be used in your C++ code.

Connecting GDScript Signals to Native Modules

Signals are a powerful feature in Godot that allow for a loose coupling between objects. To connect a GDScript signal to a method in your native module, you can use the `connect` method provided by Godot’s Object class:

// Example of connecting a Godot signal to a native method
// GDScript code:
var my_node = preload("res://path/to/your/").new()
my_node.connect("some_signal", self, "on_my_node_signal")

// Later on in the GDScript file:
func on_my_node_signal(args):
    print("Signal received with arguments: ", args)

Rewrite your native method in the SimpleModule class to accept a Variant as a parameter, which can be any type that Godot supports:

// Example of native method that can be connected to a Godot signal
void on_signal_received(godot::Variant arg) {
    // Handle signal here

In your native module, register the new method:

// Registration of the new method inside _register_methods
godot::register_method("on_signal_received", &SimpleModule::on_signal_received);

Understanding and Managing Object Ownership

Object ownership is critical in preventing memory leaks. When you instantiate an object in your native code and return it to Godot, you should specify who owns the object. If Godot is responsible for the object, it will deal with its memory management. However, if your native code retains ownership, you must handle the object’s lifecycle yourself.

Here’s an example of returning an object to Godot and transferring ownership to it:

// Create an instance of a class that extends Reference (managed by Godot's garbage collector)
godot::Reference *create_reference() {
    godot::Reference *ref = godot::Reference::_new();
    // Godot now owns this reference, and it will be deallocated when no longer used
    return ref;

If instead you are returning an object that should not be managed by Godot, you simply return it without calling `_new()`:

// Create an instance of a class not managed by Godot's garbage collector
SimpleClass *create_simple_class() {
    return new SimpleClass();
    // You are responsible for deleting the object later to avoid memory leaks

These examples lay the foundation for a more sophisticated interaction with the engine. By grasping these concepts, you are now equipped to use GDExtension to create powerful and optimized features for your games. It’s time to leap into the world of advanced Godot game development, where your creativity is the only limit!

Stay tuned, as we continue to explore other advanced features of GDExtension and how they can add even more depth and customization to your Godot projects. Remember, mastering these skills one step at a time will put you at the forefront of game development with Godot 4.0!

Advancing our exploration of GDExtension, we’ll look at how to deal with more complex data types and interactions. GDExtension’s power is in enabling seamless communication between Godot’s high-level scripting and the efficiency of low-level native code. Below are some more code examples to guide you.

To deal with complex data types, you might want to bind custom classes or structures that can be passed around within your Godot project. Let’s consider creating a custom class in C++ that you can use in GDScript.

// File: custom_class.cpp
#include <Godot.hpp>
#include <Reference.hpp>

class CustomClass : public godot::Reference {
    GODOT_CLASS(CustomClass, godot::Reference)

    int value;

    CustomClass() {}

    int get_value() const {
        return value;

    void set_value(int p_value) {
        value = p_value;

    static void _register_methods() {
        godot::register_method("get_value", &CustomClass::get_value);
        godot::register_method("set_value", &CustomClass::set_value);

        godot::register_property<CustomClass, int>("value", &CustomClass::set_value, &CustomClass::get_value, 0);

    void _init() {
        value = 0;

In the example above, we define a `CustomClass` with a private integer property and getter/setter methods. We also register the property with Godot, which allows us to interact with it from GDScript.

Next, let’s see how we can use an array parameter to pass multiple values to a method:

// Example of a method in SimpleModule that accepts an array
void receive_array(godot::Array array) {
    for (int i = 0; i < array.size(); ++i) {
        godot::Godot::print(array[i].operator String());

// Registration of the receive_array method
static void _register_methods() {
    godot::register_method("receive_array", &SimpleModule::receive_array);

In the example, we define `receive_array` within our existing `SimpleModule` class, which iterates over the passed array and prints each element.

For handling dictionaries, we would approach it similarly:

// Example of a method in SimpleModule that accepts a dictionary
void receive_dictionary(godot::Dictionary dictionary) {
    godot::Array keys = dictionary.keys();
    for (int i = 0; i < keys.size(); ++i) {
        godot::Variant key = keys[i];
        godot::Variant value = dictionary[key];
        godot::Godot::print(key.operator String() + ": " + value.operator String());

// Registration of the receive_dictionary method
static void _register_methods() {
    godot::register_method("receive_dictionary", &SimpleModule::receive_dictionary);

We define a method `receive_dictionary` that takes a Godot `Dictionary` as a parameter, iterating over the keys and printing each key-value pair.

Next, let’s consider how to emit signals from within your native code. In Godot, signals are a key part of the observer pattern, which allows different parts of the game to react to events:

// Adding a signal to your native module
// Inside the _register_methods() function of your SimpleModule class
godot::register_signal<SimpleModule>("custom_signal", "message", GODOT_VARIANT_TYPE_STRING);

// Emitting a signal from within your native code:
void emit_custom_signal(const godot::String &message) {
    emit_signal("custom_signal", message);

Here, we first declare a signal called `custom_signal` with a `message` parameter of type `String`. Then, we define a method that emits this signal. This signal can be connected to GDScript, just like any other signal in Godot.

Lastly, let’s see how we can access and modify scene tree nodes from our extension. This can be powerful for manipulating the game world programmatically:

// Accessing and modifying nodes from native code
void modify_node(godot::Node *node) {
    godot::Label *label = godot::Object::cast_to<godot::Label>(node);
    if (label) {
        label->set_text("Text changed from native code!");

// Registration of the modify_node method
static void _register_methods() {
    godot::register_method("modify_node", &SimpleModule::modify_node);

In the code snippet above, we attempt to cast a generic `Node` pointer to a `Label` pointer and, if successful, change the label’s text. This showcases how to safely cast and manipulate Godot nodes within C++.

These examples are just scratching the surface of what you can achieve with GDExtension. By harnessing its full potential, you can significantly optimize your Godot game projects, creating more complex, efficient, and interactive experiences. Keep experimenting with these powerful tools and develop your skills as a Godot game developer!

Where to Go Next in Your Godot Journey

Embarking on a journey in game development with Godot is an exhilarating experience that opens up a realm of possibilities. As you continue to experiment with GDExtension and the myriad of features in Godot 4, remember that there’s always more to learn and master. We at Zenva encourage you to take the next steps in your development adventure with our comprehensive Godot Game Development Mini-Degree. This in-depth learning path covers a wide range of Godot 4 aspects, from 2D and 3D game creation to scripting and UI design. It’s the perfect way to solidify your skills, apply them to real-world projects, and build an impressive portfolio.

Whether you’re just starting out or looking to deepen your existing knowledge, we’ve got you covered with a curriculum tailored for learning Godot 4 at your own pace. Our courses are designed for flexibility, with an emphasis on hands-on experience and practical application. And if you’re hungry for more Godot content, explore our broader selection of Godot courses. Each course is crafted to boost your career, helping you transition from a beginner to a professional, ready for the game development industry.

Learning never stops, and neither should your creativity. Dive deeper, challenge yourself with new projects, and enhance your abilities in game development with Zenva. Your path to creating incredible games with Godot 4 is just beginning, and we’re excited to be part of your adventure. Let’s keep building, coding, and designing the games of tomorrow together!


Every step taken on the path of learning GDExtension and Godot 4 amplifies your ability to craft immersive, high-performance games. It’s about blending creativity with technical prowess, using tools that break down the barriers between your vision and the games you aspire to create. We invite you to continue growing with us at Zenva, where our Godot Game Development Mini-Degree stands ready to guide you through this thrilling landscape filled with opportunity.

With Zenva, your journey doesn’t end; it evolves as you delve into the realms of code, logic, and interactive storytelling. Let the skills you’ve acquired be the bedrock for your future projects, and the knowledge you’ve gained through GDExtension be a torchlight in your toolkit. Here’s to building games that resonate and stories that last. Together, let’s shape the future of game development.

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