WebAssembly binding for Godot, with rich feature set.
Hello there! Thanks for checking out this library 🙏. I published this as my future portfolio on my coding adventure. This is my hobby project, developed over 6 months (+1 year porting to Godot 4). It has gone through a lot of changes.
For the Godot 3 version, check out branch gdnative
.
This repository is changing rapidly. And since i don't really like semver, things might break unexpectedly. Just follow the latest commit and you're probably safe.
Documentation is in doc folder. But it may be not up-to-date.
NOTE: Many features are not yet available or (partially) broken.
-
Easily run any WASM module.
-
Supports WAT compilation.
-
Imports any (custom) Godot methods into WASM.
-
Easy access to linear memory, per-element basis or bulk array operation.
-
Catch and throw runtime error/traps with signal.
-
Epoch-based limiter to stop bad-behaving module.
-
Memory limiter to prevent exhaustion.
-
Experimental API for direct Godot object manipulation. Available in 3 flavors:
- Legacy
compat
API using indices. Easier to implement. - Newer
extern
API using externrefs, with interop with legacy API. Some programming language might not support it at all. - Component-based API. Requires component model.
- Legacy
-
WASI common API
with in-memory filesystem.NOTE: In-memory filesystem is currently disabled due to dependency problems. It will be enabled in the future if possible.
-
Native resource support to ease import/export.
-
Optional support for component model and WASI 0.2
To build the addon:
- Clone this repository
- Install
just
andnushell
. - Run
just profile=release deploy-addon
- Copy addon in
out/addons/godot_wasm
to your project
Extra build arguments can be added with
environment variable BUILD_EXTRA_ARGS
, separated by spaces.
Cross-compilation is not always possible.
You might be able to do it with WSL (Windows)
or cross (Linux), but result may vary.
It's recommended to not use just
,
instead directly run cargo build
with the correct arguments.
After adding it to your Godot project, there are many classes added by the library:
WasmModule
: Contains the compiled WebAssembly module.WasmInstance
: Contains the instantiated module.WasiContext
: Context for WASI, including stdout and filesystem.WasiCommand
: Optional class to run WASI 0.2 runnable component.
Due to limitation of godot-rust,
you must call initialize
after creating new object.
Here is a snippet of example code:
const WAT = """
(module
(func $add (export "add") (param i64 i64) (result i64)
local.get 0
local.get 1
i64.add
)
)
"""
func _ready():
# initialize() returns itself if succeed and null otherwise
# WARNING! DO NOT USE UNINITIALIZED/FAILED MODULE OBJECTS
var module = WasmModule.new().initialize(
WAT, # Module data (accepts PackedByteArray, String, FileAccess, or WasmModule)
{} # Imports to other module
)
# Create instance from module
var instance = WasmInstance.new().initialize(
module, # Module object
{}, # Host imports
{} # Configuration
)
# Convenience method
# var instance = module.instantiate({})
# Call to WASM
print(instance.call_wasm("add", [1, 2]))
# There are many more methods of WasmInstance, including:
# - Trapping (signal_error/signal_error_cancel)
# - Epoch (reset_epoch)
# - Memory (too many to list here)
# See it's source code (src/wasm_instance.rs) for list.
With the addon, there are many more helper scripts too:
WasmHelper
: Autoload that contains many helper functions to load WebAssembly code.WasmLoader
/WasmSaver
: Registers WASM files as native resource.
There are many uses of running WebAssembly code in Godot. If you are looking for inspiration or just confused about the purpose of this package, here are some prompts:
Many programming language now supports compiling to WebAssembly. And with many programming type game out there, it would be awesome to transfer your skill at your favourite programming language into the game. Bonus, if somehow your program has bugs, it won't corrupt or crash the game.
*Right now, very few programming language can emit standalone WASM. Although WASI expands the number of language supported, it may require some custom host API shim layer.
Isn't that obvious enough? Tied to previous one, a really great use is some sort of competitive multiplayer AI vs AI game. With sandboxing of WebAssembly, no code can do any harm to participant/judge.
Instead of making your own scripting language to integrate into your game, why not consider sandboxing it within WebAssembly?
WebAssembly can replace DLL/SO as a way to mod your game. Using it as easy as exposing your API as imports. Plus, sandboxing makes any mod automatically be safe from doing malicious things.
With mods there will always problem with multiplayer. Imagine having to install random code just to join your favorite server. And don't forget to juggle mods for different servers. Well no more, the server could just send you the mods and assets necessary to join. It's automatic, painless, and of course, safe. Think of browsers, where you load untrusted website code safely.