This video is a quick introduction and tutorial showing how to write plugins for Godot using the new nativescript 1.1 C++ bindings. Nativescript 1.0 tutorial in the …



  1. Thank you so much for this. I really needed C++ for a few parts of my game prototype to gain performance – now I feel like I will actually be able to stand a chance!

  2. Damn I'm getting errors from godot-cpp trying to compile the new files and rest of the files in gdtest in scons.

  3. I've tried this twice on two different computers and I can't figure out what I'm doing wrong. I follow your tutorial to the tee and get up to 8:30 when compiling our Godot project. Godot throws an error "No valid library handle, can't terminate GDNative object" Any ideas of what could be going on? using Godot 3.1 With Nativescript 1.1

  4. In my opinion C++ syntax is literally a mess. It's very far from any other programming language, but unfortunately there are not many other options which are compiled to machine code. I would much rather prefer just plain old C. It might be just me that is used to other languages' syntaxes – in this case my opinion is subject to change – or C++ might really be so illogical. Never the less, I will have to learn C++ sooner or later.

  5. Followed the instructions but when i compile and build the scene it crashes… i remove the compiled Dylib and it builds the scene successfully. idk whats happenning

  6. Not sure if you can help me out but I've been trying to get the GDNative code to work using Visual Studio Code. Unfortunately the scons gave me a compile error:

    " C1083: Cannot open include file: 'Godot.hpp': No such file or directory"

    I went into c_cpp_properties.json to include the path of where I could find the hpp:

    ""includePath": ["C:\Path-to-Library\godot-cpp\include\core\**"],"

    But this still gave me the same error in scons…

    I know you used Sublime text editor to edit but couldn't use it because of purchasing license. Visual Studio Code on the other hand is free and I thought it could work, any ideas on how to fix this? Thanks!

  7. at 3:12 in your video, i see you got a bin folder, but i didnt get a bin folder… the only directories i have and still have after building is:
    .gitattributes – text document
    .gitignore – text document
    .gitmodules – text document
    .sconsign.dblite – DBLITE File – Python file
    binding_generator.pyc – Compiled python
    godot_api.json – json file – object file library
    LICENSE – file
    Makefile – file – md file
    SConstruct – file

    i dont see a bin folder as said, i looked through some of the messages of when running the command "scons platform=windows generate_bindings=yes" and i dont see an error messages, just warnings like some that you had… i did download the 3.0 version both header and cpp folder from github, any help would be great.

  8. My question is, is C++ actually faster when it comes to using the GODOT APIs? I mean, I know C++ is a lot faster in general than GDScript however if the way C++ communicates with the GODOT engine is slower than the way GDScript does, that would make GDScript better at certain things than using C++ directly.

    Any ideas?

  9. Is there a way to replicated yield from GDScript? Probably a bit like how it is done for the C# bindings GodotSharp/mono/glue/cs_files/SignalAwaiter.cs.
    I am just not sure how to do that in c++ probably using std::future but dont know where to start.

  10. Please add sublime text and scon configuration tutorial also. I am switching from LibGDX to godot and want to use c++ for scripting and every thing..

  11. Stuck at 6:20 with this error:
    g++ -o src/library.os -c -fPIC -g -O3 -std=c++14 -fPIC -I. -Isrc -Igodot-cpp/godot_headers -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen src/library.cpp
    src/library.cpp:1:10: fatal error: Godot.h: No such file or directory
    #include <Godot.h>
    compilation terminated.
    scons: * [src/library.os] Error 1
    scons: building terminated because of errors.
    I am pretty sure I did setup everything just like you did. What could be the problem?

  12. Hi Bastiaan! Great video as always and thank you for your work in promoting the Godot Game Engine! In the video, you metion it is possible to make the .gdnlib and the .gdns files in the Godot interface. Could you tell me how? I can't seem to find where.

  13. The last time I was using this, I remember having to point to a lot of DLL files. Is that step no longer necessary?

  14. Thank yooooo, i asked for this in the subreddit 6 months ago, and today after three weeks i just opened reddit by accedent and found this, i'm lucky 😀 r/godot/comments/7oj958/can_someone_please_make_a_gdnative_video_tutorial

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