using different programming language in godot game engine? - game-engine

I want to bind a different programming language to the Godot game engine. Is there an instructional document or video on this topic? For example, how was this project done: godot-rust. If I can learn the basics, I can succeed in working in a different language. Thanks.

In this answer I show you the different approaches to add language support in Godot 3.x (the situation will be somewhat different with Godot 4.0 and GDExtension - which replaces GDNative and hopefully means less custom builds), and I mention some languages that are supported by each of these approaches. However, this is not an exhaustive list of the languages.
First of all, Godot has official build-in support for GDScript and Godot's VisualScript (and Godot's shading language and its visual counterpart if those counts for you).
There are a few ways to use C++:
You can use it to create GDNative scripts (which are basically a wrapper around native calls that allow you to use them as scripts in Godot).
Or you can create modules (which are static libraries you can add in a custom Godot build).
And since Godot source is in C++, you don't have to restrict yourself to making modules if you are making custom builds.
In web builds Godot can interface with JavaScript via the JavaScript class. However, this approach does not allow you to add JavaScript scripts to Nodes, and so on.
Then there are languages that can only be added in custom builds of Godot, which is currently the official support for C#.
There are other non-official custom builds that offer language binding for languages such as Lua, Kotlin, TypeScript and JavaScript (this time allowing you to make scripts).
If you need to add a runtime, you would probably do this.
Some language take advantage of the fact that Godot's has official Mono support in order to support C#. This way you can, for example, use F# and Clojure.
They start by adding a C# project and then modify it so it uses another language. This is viable if your language already compiles to .NET.
Some other languages can be added as plugins that implement the PluginScript class via GDNative. This is the case of Python and Lua (again) which you can get from the asset library.
This is the most user friendly way to add language support to Godot, but it is limited to what you can do with PluginScript.
Addendum: Gil Barbosa Reis, author of the aforementioned Lua bindings, has an article series about its implementation stuffed away in the repository (in English and Portugueses): godot-lua-pluginscript/extras/articles/. It is probably the most comprehensive tutorial to date.
Other languages are added by means of taking advantage of GDNative (They basically mimic what you would do with C++). This is the case of Nim, Rust, D, Haskell, Go, Swift…
So that's how godot-rust works: make native libraries using rust and the godot-rust create and add them as if they were made in C++. For any language for which there are the means to make native libraries already, this is a good option.
Finally there is another way to add support for a language: a transpiler from that language to GDScript, which can be automated with an addon that might also be written in GDScript. This is the case of Lisp.
This last approach is mostly used for domain specific languages.

The official docs here provide your answer:
Godot officially supports GDScript, C/C++, C#.
Some 3rd party languages that can be used are: Rust, D, Python, Nim, and Go.

Related

How to develop many-language / multi-platform lib?

Background: I want to develop a component therefore building a class library.
This component should be usable with many higher-order languages such as C, C#, C++, VB, Java, Haskell, Ruby, Erlang, ...
I do not want to exclude any users which are not using my development language.
Are there principles or tools which supports my project?
I searched a little bit and found Haxle for compiling into different languages, but it supports very few of them.
I would even develop parallel in all n languages to be supported, but if I want to change or fix something I have to maintain all other n-1 and the code is possibly distributed...
This is not what I know about clean code design and maintainability. So how to manage edits on code for the different languages?
What is the proper way to solve this? I am surely not the first one which want to build a library for multiple languages.
I want to develop this library (in this case for complexity reduction) in one target language but this time for multiple platforms (Unix, Win, Mac ...).
How to manage this? In fact there will be appreciated about 90% of code which is platform independent and 10% which differs for every OS.
What is the best way to control the changes in the platform dependent code? (The independent is easy ...)
What if I change so things in the part which uses Unix dependent code, then I have to trail all other platform and the code is possibly distributed.
I think #IFDEF is no option ...
Are there any experiences or hints?
I would be delighted if there are existing solutions to these problems, which are quite similar.
What you want is only possible if you provide interfaces for every language you want to support. Some kind of wrapper which transforms between the client language and ypu library.
This is possible but not practical in most cases for standalone libraries.
Take a look at webservices or or message orientad middleware. In this case your application will be provided within a special container which itself provides interface mechanism e.g.
SOAP, XML-RPC to call your application.
For 1), I would use an interface that all these languages can use. A common approach is something based on networking/TCP, like protobuffer, REST, SOAP. Many languages support these in their standard libraries, and interfaces designed with that are normally language agnostic.
There are basically two options - you could develop a network server or you could develop a JVM-based library which could be shared between some of the JVM languages like JRuby or Jython.
Update from #millimoose: you could also develop your library in C and create bindings for all other languages.
For multi-language:
I thought about TCP/middleware/webservices/REST/ which seems to be the recommended proceeding.
But I think it's all to much at runtime for only using a library.
Also the functionality is a little bit time-critical and so direct procedure calls are more fitting (instead of networking even on localhost). And the library user hasn't to construct an access component only to use the library functions.
So I think the way to go seems to be developing the library in a core language which is widely supported (C/C++, ...) and provide wrapper interfaces for the different target languages.
For multi-platform (mono-language):
No real answer has been provided also not in my mind.
Of course I could simply use Java (what I am familiar with) but what about other languages?
I am surely not the first one having this/these problem(s) ...

Compiling Scheme to Java and/or Objective-C

We have Bigloo.NET does anyone know of such a project that offers the same but for the Java and/or Objective-C language?
I am developing a component of a project that will also have a Windows and Apple GUI built around it. Would be nice if I could develop this component in a single language and have it compiled into the native language for the current GUI. Any ideas?
Do you know that Bigloo initially targeted the JVM, and only later the CLR? I'm assuming you do, and that it's insufficient for you. If you weren't aware:
Java code and Bigloo code can be
merged together. Bigloo functions can
call Java functions and vice-versa,
Bigloo code can use and instantiate
Java classes. Bigloo functions and
variables can hold Java values (Java
classes values). Bigloo data
structures can point to Java data
structures and vice-versa.
If that doesn't do it for you, but you still want a Lisp, Clojure is a Lisp, though neither Scheme nor Common Lisp. It shares with Scheme a single namespace for functions and variables, however, and I've found it pretty comfortable in my short acquaintance with it. Clojure is also Java --- anything you do from Clojure can be used from plain Java, and vice versa.
Maybe you could give more detail on why Bigloo doesn't work for you, and that could help us give better answers.
Schemes for the JVM: SISC and JScheme. Both are interpreters with good Java interoperability.

Are there any text-editors/IDEs that support languages generically?

I'm looking for an editor/IDE that can provide features that are nice to have while coding (example: being able to click-through to function definitions) for languages that it is not specifically built for. By these, I have in mind languages designed for a very specific purpose and often only used by a small community. In other words, ones that would not have native support in most software.
I realize this would require a fair bit of fairy dust but I don't think it's out of the scope of what's possible. Basically, the editor would have to be smart enough to recognize the commonly used syntax and semantics that many declarative languages have in common. It's quite possible this would require some amount of configuration.
Does something like this exist? If not, what challenges do you think there would be in creating it?
If you need only the feature to jump of to the definition of a specific function or class, then VIM (and many other editors, like Emacs, Epsilon and JOE) can read the jump location from the ctags file. You just have to write a ctags file generator for your custom language.
For programmable editors (like VIM, Emacs, Epsilon, Eclipse and gedit), you can write your own plugin for your custom language, but it may quickly become time-consuming and a maintenance nightmare, because new versions of editors tend to change the plugin interface.
Please note that adding support for syntax highlighting is usually much easier than adding ctags-like support for symbol lookups. More advanced features, like refactoring and context-sensitive symbol completion (like Ctrl-Space and Tab in modern IDEs) are even harder to implement.
GNU Emacs has a pretty good infrastructure for this sort of thing. Until recently Haskell was a relatively unknown language used primarily by researchers. Nevertheless, in a few thousand lines of Emacs Lisp, we have
Syntax highlighting with colors
Automatic indentation
Package support
Automatic highlighting of type and other information when placing the cursor over library functions
Meta-dot on an identifier to jump to its definition (through the standard emacs tags mechanism)
The nice thing about Emacs is that (a) there are many models to follow, and (b) you can build up the environment gradually, starting with those aspects that are most important to you.
I'm suprised no one has mentioned Notepad++ yet:
http://notepad-plus-plus.org/
It offers syntax support for a great many languages and offers the user to add new languages, and an active community that adds many languages that are not included out-of-the-box.
Most good IDE's are language agnostic and supports several if not many programming languages. If you are talking about DSL's, eclipse has a solution that seems pretty awsome - Xtext
EditPadPro comes with a set of tools that allow you to build your own syntax highlighting, code folding and file navigation schemes, based on a very powerful regex syntax. So if your language is not among the many that have already been provided out-of-the-box or can be downloaded off the website, you can roll your own quite easily (and share it with the community).
Visual Studio is designed to allow for this, but it requires the language to add explicit support. For example, Delphi Prism will install into Visual Studio, and provide full language support.
This is far above and beyond "configuration", however, and requires quite a bit of custom development to support.
SciTE and Scintilla offer a generic editor/platform for different languages. The library contains several parsers that work with many programming languages and you can reuse one of these for your own language to add formatting and syntax highlighting.
They don't offer advanced features like click-throughs, but you could build it on top of the library.
Visual Studio and Eclipse also support language plug-ins.
Zeus is a language neutral IDE for the Windows platform and it provides this go to definition/declaration functionality for any language supported by ctags.
To make it work you just create a Zeus project/workspace and then add the files to this workspace.

What is the best scripting language to embed in Mac OS X 10.6 applications?

Is there any other scripting language that can be used to embed scripts inside applications, which can access Mac OS X, or application classes with the same features, or most of the features seen in F-script?
The scripting language with the best support on the Mac is still AppleScript. But unlike F-Script, it cannot directly access the Objective-C level, it can only use what the target application chooses to expose for scripting.
There are Objective-C bridges for Perl, Python, and Ruby. I suppose those can embedded to provide scripting to your application.
Nu is an interesting option, although it isn't very popular yet.
A lot of people seem to like JSTalk.
But probably Applescript is your best bet: integrated into the system and all that.
I would say F-Script for many reasons. It has many unique features and is extremely tightly integrated with Cocoa and the Objective-C runtime. You can for example inspect various Finder classes (windows, icons, coverflow view...) and it's very easy (one or two lines of code) to start or control other processes. I don't think there is any good reason to prefer AppleScript. It's good for very short scripts, but will probably drive you crazy if you want to do something more complex.
Also, MacRuby is going to rock when it's a bit more stable, and some serious stuff has been accomplished using PyObjC as well, although I don't think it's very actively maintained anymore.
If you don't need F-Script graphical introspection tools, which are quite unique, there are some decent scripting languages that you can embed in applications. See in Particular RubyCocoa (for Ruby), PyObjC (for Python), JSTalk (for JavaScript) and CamelBones (for Perl). They are based on bridges between Cocoa and a foreign object model, which leads to some complexities. This is different from F-Script, which is directly built for the Cocoa object model. When ready, MacRuby might be an option too, but the syntax for manipulating Objective-C objects is not very nice (it improves on RubyCocoa, though). Nu is also an option: directly built for Cocoa like F-Script, but with a strong Lisp flavor.
MacRuby is an implementation of Ruby 1.9 that uses the Objective-C runtime and garbage collector. It can be embedded in a Objective-C application.
Even if the last available version is only 0.6, it is reported to be stable enough to be used in applications.

Has Lua a future as a general-purpose scripting language?

As already discussed in "Lua as a general-purpose scripting language?" Lua currently probably isn't the best scripting language for the desktop environment.
But what do you think about the future? Will Lua get so popular that there will soon be enough libraries to be able to use it like Python, Ruby or something similar?
Or will it simply stay in it's WoW niche and that's it?
I think it has a great future, a lot of projects are starting to adopt it for it's simplicity and usefulness.
Example: Awesome WM (Window Manager)
The project recently released version 3, incorporating a new configuration system completely written in Lua. Allowing you to literally write your configuration file as a program, loops, booleans, data structures.
Personally I love the syntax and the flexibility of such a system, I think it has great potential.
I wouldn't be surprised if it became more popular in the future.
Brian G
I suppose the answer starts with 'It depends how you want to use it...'.
If you're writing the common business app (fetch the data from the database, display the data in a web page or window, save the data to the database), Lua already has what you need.
The Kepler Project contains goodies for web development. Check out their modules to see some of the available libraries - there's network, MVC, DBMS access, XML, zip, WSAPI, docs...
As an example web app, check out Sputnik.
For desktop UI, there's wxLua - Lua hooks for wxWidgets.
ORM is conspicuously missing but that didn't stop people from developing in other languages before ORM was available.
If you're looking for specialized libraries - scientific, multimedia , security - don't count Lua out before you check LuaForge.
When it comes down to it, there's nothing in Lua's design that prevents general purpose use. It just happens to be small, fast, and easy to embed... so people do.
Uh? I would say instead WoW is a niche in the Lua ecosystem... The world of Lua doesn't revolve around WoW, there are lot of applications, some big like Adobe Lightroom (to take a non game), using Lua.
Lua is initially a scripting language, in the initial sense, ie. made to be embedded in an application to script it. But it is also designed as an extensible language, so we will see progressively more and more bindings of various libraries for various purposes.
But you will never get an official big distribution with batteries included, like Python or Perl, because it is just not the philosophy of the authors.
Which doesn't prevent other people to make distributions including lot of features out of the box (for Windows, particularly, where it is difficult to build the softwares).
Lot of people already use it for general system-level scripting, desktop applications, and such anyway.
There are more and more libraries for Lua.
If you are a Windows user, have look at Lua for Windows. It comes with "batteries included" (wxLua, LuaCURL, LuaUnit, getopt, LuaXML, LPeg...).
Very usefull!
It's 2017, 9 years after this question was first asked, and lua is now being heavily used in the field of machine learning due to the Torch library.
I really like it as an embedded language. It's small, very easy to use and embed and mostly does what I need right out of the box. It's also similar enough to most languages that it has never really been an issue for me. I also like how easy it is to redefine and add base functions and keywords to the language to suit whatever needs my application has.
I have used it in the WoW area but I've also found it useful as a generic scripting language for a number of different applications I've worked on, including as a type of database trigger. I like Ruby and Python and other more full-featured scripting languages but they're not nearly as convenient for embedding in small applications to give users more options for customizing their environments.
being comfortable as a shell language has nothing to do with being a great general purpose language.
i, for one, don't use it embedded in other applications; i write my applications in Lua, and anything 'extra' is a special-purpose library, either in Lua or in C.
Also, being 'popular' isn't so important. in the Lua-users list periodically someone appears that says "Lua won't be popular unless it does X!", and the usual answer is either: "great!, write it!", or "already discussed and rejected".
I think the great feature of Lua is, that it is very easily extensible. It is very easy to add the Lua interpreter to a program of your own (e.g. one written in C, C++ or Obj-C) and with just a few lines of code, you can give Lua access to any system resource you can think of. E.g. Lua offers no function to do xxx. Write one and make it available to Lua. But it's also possible the other way round. Write your own Lua extension in a language of your choice (one that is compilable), compile it into a native library, load the library within Lua and you can use the function.
That said, Lua might not be the best choice as a standalone crossplatform language. But Lua is a great language to add scripting support to your application in a crossplatform manner (if your app is crossplatform, the better!). I think Lua will have a future and I think you can expect that this language will constantly gain popularity in the long run.
Warhammer Online, and World of Warcraft use it for their addon language I believe.
I think it's hot! I'm just no good at it!
Well, greetings from 2022.
It is already a general purpose language. Today you can even serve pages using OpenResty, extend games, read databases or create scripts as shellscript replacements.
There are a plenty of libraries "modules" for Lua, many ways to achieve what you are wanting and Lua 5.4 is even faster.
The "extendable and extensive" nature of Lua, accostumed people to think it should only be used as plugin or extension. In Linux, by example, you can shebang a file with lua-any, make it executable and run like any system script. Or you can make a folder app like Python or virtualenv using Lupe. Lua 5.3 also gained impressive performance improvements.
Also there are many good tools like IUP to create native windows in Lua for Mac, BSD, Linux and Windows and side environments like Terra that lets you use Lua with its counterpart Terra and write compiled programs. Lua now, is more than a extension language, it has its own universe.