godot-dlang 0.6.0

D bindings for godot

To use this package, run the following command in your project's root directory:

Manual usage
Put the following dependency into your project's dependences section:

This package provides sub packages which can be used individually:

godot-dlang:generator - Godot API binder for use with godot-dlang

godot-dlang:makebind - Godot GDExtension Interface binding generator for use with godot-dlang

godot-dlang:classfinder - A utility for scanning D files to find classes

godot-dlang:pregenerate - Command creates Godot entry point mixin automatically

godot-dlang:reloader - Simple package that tells godot editor to load/unload native extension

godot-dlang:asteroids - Example of a complete Godot-D project

godot-dlang:test - Minimal example to test Godot-D

DLang Logo


dub git dub rating dub rating

D language bindings for the Godot Engine's GDExtension API.

Originally a fork of godot-d

WIP: These bindings are still under development. Until v1.0.0, expect breaking changes, bugs, and missing documentation. Please report any issues and confusing or undocumented features on the GitHub page.




Before you start please keep in mind that this is purely experimental unstable volatile WIP project intended for those brave people who would like to try D and Godot.

In no situation do not use it to ship your product, doing so of course is possible but by no means the author is responsible for the consequences.

<!-- In order to proceed you will need D compiler (dmd or ldc2) with dub, git, and godot editor (x64 version assumed) -->

Install godot-dlang using dub

This will download and cache dub package

  • Run dub fetch godot-dlang

Proceed to Manually creating project for adding it to your D project.

Manually building (advanced)

Normaly one would use dub package, this section is for advanced users who would like to develop or hack godot-dlang.

  • Clone git repo git clone https://github.com/godot-dlang/godot-dlang.git
  • Switch it to master branch git checkout master
  • Use dub local project version lock file dub.selections.json to specify where to look for your local copy

Note that if you have strange errors in dub run you might have godot-dlang cached in dub, you might need to remove it by using dub remove godot-dlang

Generating Godot Bindings

  • Download godot 4 editor and place it in somewhere like C:\godot
  • Step into that directory and open terminal
  • Generate script API information with command godot.exe --dump-extension-api
  • Run binding generator (-j tells where to look for script API and -o tells to overwrite any existing bindings) dub run godot-dlang:generator -- -j extension_api.json -o

This step is one time process, though you would need to re-generate API and bindings for every godot release

Manually creating project

Creating Godot project
  • Open Godot editor, and create a new project in some known location like C:\godot\mycoolgame
  • Open it now and let Godot do initial loading
Creating dub project
  • Open your newly created project in terminal
  • Run dub init, make sure to give it a name for example mydplugin
  • Add Godot-dlang master dependency dub add godot-dlang@~master <!--DEPRECATED-->
  • (optional) (Windows) If you use ldc2 as compiler, then add "dflags-windows-ldc": ["-dllimport=defaultLibsOnly"] to your dub.json, or you will have linker errors
  • Open up dub.json and add "targetType": "dynamicLibrary", after authors field your dub.json file should look like this now:


    "authors": [
    "targetType": "dynamicLibrary",
    "dflags-windows-ldc": ["-dllimport=defaultLibsOnly"],
    "copyright": "Copyright © 2022, Godot-DLang",
    "dependencies": {
        "godot-dlang": "~master", <!--DEPRECATED-->
    "description": "A minimal D application.",
    "license": "proprietary",
    "name": "mydplugin"
  • Do a test build dub build, you might see some warnings but that's ok
Creating your first D script
  • Rename source/app.d file into something like source/greeter.d
  • Open source/greeter.d in your favorite text/code editor and add following content:


import godot;
// import godot.api.script; // for GodotScript!
// import godot.api.register; // for GodotNativeLibrary
// import godot.string; // for gs!

import godot.node;

// minimal class example with _ready method that will be invoked on creation
class Greeter : GodotScript!Node {
    @Property String name;

    // this method is a special godot entry point when object is added to the scene
    void _ready() {
        // 'gs' is a string wrapper that converts D string to godot string
        // usually there is helper functions that takes regular D strings and do this for you
        print(gs!"Hello ", name);

// register classes, initialize and terminate D runtime, only one per plugin
mixin GodotNativeLibrary!(
    // this is a name prefix of the plugin to be acessible inside godot
    // it must match the prefix in .gdextension file:
    //     entry_symbol = "mydplugin_gdextension_entry"

    // here goes the list of classes you would like to expose in godot
  • Build plugin again dub build, in some rare cases you might do a full rebuild by adding --force switch, build should be ok

You would need to build your plugin every time you have modified the code in order to see changes

Currently AFAIK there is no way to unload/reload GDExtension, because of that on Windows it will prevent rebuilding plugin until you close the editor!

Register GDExtension
  • Currently there is no UI for that AFAIK, so lets do that manually
  • Create a file in your Godot project root called mydplugin.gdextension and fill with following content:



entry_symbol = "mydplugin_gdextension_entry"
compatibility_minimum = "4.1"


linux.64 = "libmydplugin.so"
windows.64 = "mydplugin.dll"

Note that entry_symbol should match class registration in D inside of GodotNativeLibrary declaration

Use D scripts in godot
  • If you still have godot editor open reload project by using main menu Project->Reload Current Project
  • In editor now create an empty 3D Node scene
  • Select root object and attach new Node entity, navigate and pick Greeter class
  • As soon as it gets added to the scene you should see Hello message in log in the panel below.


Creating project by using init script

Run command dub run godot-dlang:init to initialize new project in current folder. This script will walk you through standard dub project set up and will create dub config, library entrypoint and gdextension plugin.

It is important that you use this script after creating godot project since you can't create godot project in non-empty directory.


  • -p, --path - Sets path for project to be initialized in.
  • -i, --importc - Adds dflag to use C header instead of D bindings (advanced, use only if you know what you're doing).
  • -c, --custom - Sets custom path for godot-dlang, can be used if you've cloned master branch.


# Initialize project in current directory: 
dub run godot-dlang:init

# Initialize project in custom directory:
dub run godot-dlang:init -- --path path/to/folder

# Initialize project with custom godot-dlang path:
dub run godot-dlang:init -- --custom path/to/godot/dlang

# Initialize project with custom godot-dlang path in custom directory:
dub run godot-dlang:init -- -p folder/ -c godot-dlang/

After running this script you'll have theese new files in selected folder:

├── dub.json/sdl # - Your dub config
├── projectname.gdextension # - GDExtension plugin
└── source/
    └── lib.d # - Library entrypoint that contains "mixin GodotNativeLibrary!"

Extend as you wish!

  • Remember that there still might be some bugs, sometimes confusing, sometimes blocking your progress, and sometimes even missing features

Enjoy your new game!

<!-- TODO:

Automatic reloading of native extension

This feature is experimental

Copy addons/reload-d editor plugin to your godot project addons folder and enable reload-d plugin in Project -> Project Settings -> Plugins menu.

Next update your dub.json project and add following lines, this will automatically tells editor to unload library and then load it again after build.

"preGenerateCommands": ["dub run godot-dlang:reloader -- --action unload -e $DUB_TARGET_NAME"],

"postGenerateCommands": ["dub run godot-dlang:reloader -- --action load -e $DUB_TARGET_NAME"],


Godot API

Godot's full script API can be used from D:

  • Godot submodules contain container, math, and engine structs like Vector3 and String.
  • Other submodules of Godot contain bindings to Godot classes, auto-generated from the engine's API. These are the native classes scripts can be attached to.
  • These bindings use camelCase instead of snake_case.
    // Change window to fullscreen example:
    // GDScript

    // Would be: // D OS.setWindowFullscreen(false);

  • D code should use D naming conventions (PascalCase for classes, camelCase for properties and methods).



WIP -->


The GDExtension API should be binary-compatible between Godot minor versions as in SemVer convention, so a D library built for Godot v4.0.0 should work with any v4.0.x versions but not guaranteed to work with v4.1.0 or later.

D bindings must be generated for your target Godot minor release version (godot.exe --dump-extension-api).

Extension version properties can be checked to prevent newer functions from being called with older Godot binaries. For example:

import godot.apiinfo; // contains version information about bindings

if(VERSION_MINOR > 0) useNewGodotFunctions();
else doNothing();


MIT - https://opensource.org/licenses/MIT

  • godot-dlang
Sub packages:
godot-dlang:init, godot-dlang:util, godot-dlang:generator, godot-dlang:makebind, godot-dlang:classfinder, godot-dlang:pregenerate, godot-dlang:reloader, godot-dlang:asteroids, godot-dlang:test
utf_bc, godot-dlang:util
0.6.0 2023-Dec-29
0.5.0 2023-Nov-08
0.4.0 2023-Oct-25
0.3.0 2023-Mar-31
0.2.0 2023-Feb-23
Show all 9 versions
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