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You might want to follow these proposals about transforming scripting languages into full blown GDExtensions: #3369 , #3927 While they are not about Rust explicitly, we do touch upon extending the Godot editor to support the Language Server Protocol and the Debug Adapter Protocol to provide better experience for external languages. For compiled languages like C++ or Rust (or C#) we would also need a "Build System Adapter" interface that provides hooks for the different language implementations (e.g. file opened / file saved / run button pressed) so the code can be compiled when necessary. Apart from the above Godot Editor extensions, the only thing you need to have for 1st class support of Rust (or any other language really) is a generator that takes the api.json and spits out the necessary interfaces / stubs in Rust. This is the part where the Godot-Rust project has already made a lot of progress, you should track this issue about Godot 4 and GDExtension support: godot-rust/gdnative#824 Also tagging @Bromeon could be a good idea... :) Do you have any specific needs that you would like to have outside of what I described here? |
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By "first-class language" it looks like he means "official support-integration within the Godot editor" aka "be able to code in rust directly on the scripting workspace". |
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I should probably just wait to see how GDExtension pans out. Currently, using godot-rust is painful and clunky. If GDExtension (vs GDNative) can iron out the pain and clunkyness then I suppose there would be no issue. |
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I would really like better Rust integration. I know that there's a new native interface coming for Godot but I feel that Rust should be a first-class language for Godot.
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