Welcome to the godot-rust book! This is a work-in-progress user guide for the Rust bindings to Godot 3 and 4.
If you're new to Rust, before getting started, it is highly recommended that you familiarize yourself with concepts outlined in the officially maintained Rust Book before you getting started with godot-rust.
This project specifically supports the Rust Programming Language bindings to both GDNative and GDExtension APIs, for the Godot engine versions 3 and 4, respectively. Godot 4 support is still in its early stages at this point.
Outside of personal preference, Rust may be a good choice for your game for the following reasons:
- Native levels of performance.
- Memory safety validated at compile time.*
- Fearless Concurrency.*
- The cargo build system and dependency management.
- The ability to leverage Rust's crate ecosystem from crates.io.
*: Compile time memory and thread safety guarantees only apply to the Rust code. As the user is allowed to call into the Godot engine (C++ code, via GDNative Foreign Function Interface) or into user-defined scripts (GDScript), some of the validity checks are outside godot-rust's control. However, godot-rust guides the user by making clear which operations are potentially unsafe.
If you would like to know about games and other projects in which godot-rust has been employed, check out the Projects chapter. At the moment, this is mostly referring to projects built with the Godot 3 bindings, due to their maturity.
The source repository for this book is hosted on GitHub.
The GDNative bindings and this user guide are licensed under the MIT license.
The GDExtension bindings are licensed under the Mozilla Public License 2.0.