A GDScript to GDNative-C++ transpiler
This project aims to parse GDScript source code and generate godot-cpp
compatible GDNative C++ code and the matching .gdns
file. The user will still need to compile the C++ code and create their own platform-specific .gdnlib
files.
Currently, no effort has been made to make this project easy to run for others. The easiest way to run the WIP code is to use leiningen.
lein run test.gd
replacing test.gd
with your GDScript file.
Currently it only parses the source file and outputs an AST in EDN format. As this project matures (ie once the grammar and tree transformation logic is implemented), it will begin to generate C++ output.
- Currently
gds2gdn
works on single.gd
files as self-contained units. In time, it will be smarter and followextends
references to other scripts. - Reporting of parse errors is currently not particularly good. It will show you the line number and column, and point out the specific token, but it does not tell you why it failed. It does currently output the raw failure data from the underlying parser library, but it isn't very useful for end users. This will be improved once either the library improves or a workaround is found. Adding a
-t
option before the script name will output some more parse information, but again, its likely only useful to developers ofgds2gdn
. - There are some GDScript features which either aren't (yet, in some cases) supported by
godot-cpp
(for example, many of the GDScript built-in functions) and these are therefore not supported bygds2gdn
. Support will be added asgodot-cpp
matures.