AIThis post was created with the assistance of artificial intelligence (AI).

TL;DR

Prime Big Deal Days · Oct 6–7Offer from Amazon

Get the latest gadgets delivered free — and shop member deals

  • Fast, free delivery on millions of items
  • Access to Prime Big Deal Days deals on October 6–7
  • Prime Video, Amazon Music and more included
Start your free Prime trial Free trial for eligible customers · Cancel anytime
As an affiliate, we earn on qualifying purchases.

A September 29, 2026, Conan blog post describes using GDExtension and godot-cpp to expose C++ libraries inside Godot projects, with Conan managing dependencies and builds. Its example uses the flecs entity-component system to simulate 100,000 particles, while the post identifies platform-specific builds and Godot API compatibility as key setup challenges.

Conan published a tutorial on September 29 showing how developers can use C++ libraries in Godot by combining GDExtension, godot-cpp 10 and Conan. The example wraps the flecs entity-component system and uses it to simulate 100,000 particles in a Godot scene, illustrating a dependency workflow for projects that need native code.

The post says Godot can load C++ code without requiring developers to rebuild the engine by using GDExtension, which loads a shared library into an official Godot build through a stable C interface. The official godot-cpp bindings wrap that interface in C++ classes. Developers can expose their own classes to the engine, where they can appear alongside built-in classes and be used from GDScript.

The article identifies the build process as a central challenge. The extension must match a supported Godot API, and dependencies must be compiled for the platforms and architectures a game targets. It says the usual documented approach uses a godot-cpp Git submodule and SCons, leaving each project to build the bindings and its other native dependencies for its export targets.

According to the post, godot-cpp 10 is available in ConanCenter. It supports Godot 4.3 and later through an api_version build option, which selects the engine API used to generate C++ classes. The tutorial presents Conan as a way to manage godot-cpp and other dependencies as packages. The supplied source excerpt ends before detailing the full Conan configuration, so it does not establish all steps or supported package combinations.

At a glance
reportWhen: Published September 29, 2026
The developmentConan published a tutorial showing how to package godot-cpp and a third-party C++ library for use in Godot through Conan.
Top Steam deals right now
Persona 5 Royal-70%$17.99
Persona 3 Reload-70%$17.99
The Witcher 3: Wild Hunt — Remastered-50%$24.99
DARK SOULS™: REMASTERED-50%$19.99
DARK SOULS III Deluxe Edition-50%$42.49
Dune: Awakening-50%$24.99
DARK SOULS™ II: Scholar of the First Sin-50%$19.99
The Last of Us™ Part II Remastered-33%$33.49
Live · Steam store (current discounts)

A Reusable Route to Native Libraries

Godot projects that need capabilities already available in C or C++ libraries may be able to add them without replacing the engine’s scripting workflow. Through GDExtension, developers can expose native functionality as engine classes and call it from GDScript. That can be relevant for projects using specialized simulation, databases, networking protocols or machine-learning runtimes, examples named in the source report.

The practical value of the Conan approach depends on whether it reduces repeated build and dependency work across a project’s target platforms. Native packages still need compatible configurations for the Godot API, build target and platform. The particle simulation is an example in the tutorial; the supplied material does not provide performance benchmarks or comparative results that would show how flecs or the workflow performs in other games.

How Godot Loads C++ Extensions

Godot games commonly use GDScript for gameplay logic. The source describes it as a Python-like language designed for the engine, with changes that can be used without a compile step. For native code, it distinguishes GDExtension from engine modules: modules are compiled into a custom engine build, while GDExtension libraries load at runtime into an unmodified Godot build.

The tutorial says godot-cpp 10 works with Godot versions from 4.3 onward, provided the build selects the relevant API version. An extension built for Godot 4.3 can work in newer versions, but not older ones, according to the post. It also describes three build targets—template_debug, template_release and editor—and says a .gdextension file maps runtime feature tags to the appropriate library files.

Package Support and Performance Details

The provided source material does not include the full Conan instructions, so the exact recipe settings and package combinations covered by the complete tutorial are not available here. It also does not list which Godot versions, operating systems, architectures or C++ libraries were tested beyond the stated godot-cpp compatibility range and flecs example. The 100,000-particle demonstration is not accompanied in the supplied text by benchmark methods, hardware details or a comparison with another implementation.

It is also unclear from the excerpt how Conan handles every editor, debug and release configuration described earlier in the post. Developers would need to consult the full tutorial and package documentation to confirm settings for their own export targets.

Check the Full Build Instructions

The next practical step for developers interested in the workflow is to consult the complete Conan blog tutorial and the godot-cpp package information in ConanCenter. They can then verify the API version, build target and platform settings against the Godot versions and exports their project supports.

The source provides no announced follow-up release or broader compatibility results. Whether the package approach fits a particular project will depend on its dependencies and target builds.

Key Questions

How does Godot use C++ code?

Godot can load a native shared library through GDExtension. The godot-cpp bindings let developers write extension classes in C++ and expose them to Godot for use in the engine and from GDScript.

What does the tutorial use as its example?

It uses flecs, an entity-component system library, to simulate 100,000 particles inside a Godot scene. The supplied source does not provide performance benchmarks for the demonstration.

Which Godot versions does godot-cpp 10 support?

The post says a single godot-cpp 10 release can target Godot 4.3 and later by selecting an API version at build time. It says an extension built for Godot 4.3 works with newer versions, but not older ones.

Why bring Conan into the build?

The article presents Conan as a way to manage godot-cpp and third-party libraries as packages, addressing the repeated builds needed for different platforms and targets. The provided excerpt does not include the complete setup instructions.

Source: hn

FALL

Fall Picks

As an affiliate, we earn on qualifying purchases.

You May Also Like

Arc System Works Surges In Global Coverage

Arc System Works experiences a significant surge in international coverage, with media mentions increasing ninefold, signaling heightened global interest.

The Future Of AI Connectivity: NVIDIA And SpaceXAI’s Orbital Computing Link

Analysis suggests NVIDIA, SpaceX, and xAI’s potential collaboration on orbital data centers, driven by rising AI compute demand and launch capacity.

How Watermarks On Anthropic Claude Impact AI Business Strategies

Anthropic has added watermarks to Claude, affecting how businesses manage AI-generated content. Details on implementation and impact remain limited.

Show HN: I Wrote A BASIC Interpreter That Boots On UEFI Machines

A developer has released Thoreau BASIC, a small BASIC interpreter that boots directly on UEFI systems, enabling vintage programming on modern hardware.