Rust bindings for the Godot game engine. Development updates and occasional project highlights. Retweets are projects built with godot-rust.

Joined September 2021
godot-rust is used in more and more upcoming games! Latest additions to our projects page: godot-rust.github.io/book/ec…
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🚅 godot-rust v0.5.4! - New API level: api-4-7 - Typed signals aren't enough -- now also typed RPCs 🧐 - Easier conversions: "string".to_gstring() - Gd introspection APIs - 8 bugfixes and more! If you like the project, consider giving us a GitHub star: github.com/godot-rust/gdext
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store.steampowered.com/app/3… Retro puzzle game, which uses godot-rust for its tile mechanics. Here's a zoomed-out view:
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godot-rust v0.5 released! - Godot 4.6, Rust 2024 - Typed dictionaries - Non-null object API - Export tool button - s == "literal" godot-rust.github.io/dev/mar… Help us spread the word: redd.it/1s5it1y If you like it, consider a GitHub star! Huge thanks to all contributors!
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Looking back on 2025: typed signals, async/await and many godot-rust games! Happy new year everyone!🎆 godot-rust.github.io/dev/god…
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Check out Blocky Ball OT, a game built with @godotengine and godot-rust! Steam: store.steampowered.com/app/3… iOS: apps.apple.com/us/app/blocky… Android: play.google.com/store/apps/d…
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Ever wondered what games are made with godot-rust? We now have a page showcasing some in-development and released projects: godot-rust.github.io/book/ec… Some of them, like Stickyban here, can be played directly on the web!
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godot-rust v0.4 released! Export groups, match_class, easy callables, run_deferred, generic PackedArray and much more! godot-rust.github.io/dev/sep…
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🚀 godot-rust 0.3 is out! Type-safe signals: code-generated custom APIs for connecting/emitting both user-defined and Godot's own signals. You can now also await signals, effectively introducing async tasks into Rust. And much more! godot-rust.github.io/dev/may…
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🌻 v0.2.4 - Significant improvement for registered doc comments, including emulated lists - Speed up packed array creation by up to 63× - Methods with more intuitive and godot-faithful names (Basis, Quaternion) Changelog: github.com/godot-rust/gdext/…
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🚄 v0.2.3 - Improves DynGd (Var, Export, associated types) - More consistent bounding boxes API - Bugfixes and docs Soon we can begin work on v0.3, with new signal API as a highlight! Changelog in github.com/godot-rust/gdext/…
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To honor the ending year, we've just released v0.2.2 with a huge amount of added APIs for Godot built-in types. Check out the latest devlog post for a review of 2024! Happy new year everyone :) godot-rust.github.io/dev/god…
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🚀 godot-rust v0.2.1 - DynGd: Rust trait polymorphism - multiple impl blocks - single-threaded callables - doc discoverability for proc-macros Check it out! github.com/godot-rust/gdext/…
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🚀 godot-rust v0.2 released! Pass arguments as "str", implicit upcasts, generate Godot docs from RustDoc, performance improvements and more! Check out our devlog: godot-rust.github.io/dev/nov…
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📅 259 days 🧮 3,520 commits 👤 521 contributors We present to you: Godot 4.3 ✨ godotengine.org/releases/4.3… We hope you enjoy the new release page format as much as we did preparing it!
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🚜 gdnative maintenance Godot 3 Rust bindings are under-maintained. Project scope is "keep things stable while supporting newer Godot 3.x releases", so avoiding big breaking changes or new features. Who is still using gdnative? Is there interest in assisting with maintenance?
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🚀 godot-rust is now on crates.io! Start using it immediately with `cargo add godot`. Thanks to everyone who contributed! godot-rust.github.io/dev/jun…
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Great article listing many Rust issues. To keep Rust viable for gamedev, it's important to address these, not deny them, on both lang + library level. godot-rust values pragmatism over purism, and deviates from common idioms where it helps ergonomics -- sometimes controversially.
Here's also our postmortem of 3 years of Rust gamedev, and why we're leaving Rust loglog.games/blog/leaving-ru… #rustgamedev #rustlang
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I am reworking a bit the TileMap layers as node system before 4.3, and I wanted the community opinion on the design. For now I added a "group" node that holds a TileSet for its child layers, but I feel it might be too much complexity. See each solution there: (poll in comments)
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