← Tue, Sep 29 digest

Using any C++ library in Godot

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The Conan package manager now supports godot-cpp 10, enabling developers to automate dependency management and cross-compilation for C++ libraries in Godot.

read it Provides a practical, step-by-step guide on using Conan to handle complex C++ dependency trees and bindings in Godot games.

summary

Godot's GDScript often bottlenecks performance-heavy workloads like large-scale simulations, necessitating native code integration via GDExtension. However, manually building godot-cpp and third-party libraries across multiple export platforms is traditionally tedious. This guide demonstrates how to use the Conan package manager with godot-cpp 10 to seamlessly integrate external C++ libraries, using the Flecs ECS engine to simulate 100,000 particles. This workflow automates cross-compilation and dependency management, making native library integration significantly more maintainable.

key points

  1. Godot-cpp 10 works with any Godot version from 4.3 onward, decoupling the binding layer from rapid engine updates.
  2. Conan handles complex dependency trees by precompiling and caching godot-cpp and third-party libraries like Flecs for all target platforms.
  3. Linux deployments require careful attention to libstdc++ linking to avoid missing symbols on older user distributions.

who should read it

Game developers and C++ engineers looking to overcome GDScript performance limits by integrating native libraries into Godot.

discussion positive

consensus

Commenters widely agree that GDScript hits performance limits quickly for heavy workloads, validating the strategy of keeping UI logic in GDScript while pushing heavy simulations to C++ or Rust.

pushback

Some participants point out the persistent pain points of cross-platform C++ ABIs, linking libstdc++, and alternative toolchains like Rust bindings or Bevy.

best comment by voodooEntity ↗

Was playing arround recently building an RTS with godot until i just hit the ceilling of what i could handle with gdscript performance wise.

Than started to move alot of heavy logic to c++ simulation : tedious indeed but the results speak for themself.

Basically allows me to use godot for things like menus dialogues and similar stuff while running the true heavy work in a c++ simulation.

It provides first-hand validation of this hybrid architectural approach, separating UI logic in GDScript from heavy simulations in C++.

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