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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
Skip to content

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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
Skip to content

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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

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Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - azzyr/gdbuf: Protobuf to GDExtension - C++ code generator and GDExtension builder in Go · GitHub
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gdbuf

Seamlessly use Google Protobuf messages as native Resources in Godot.

gdbuf compiles your .proto files into a high-performance GDExtension (C++), automatically bridging the gap between your network/data layer and the Godot Engine.


Note: This project was developed with the assistance of AI coding tool OpenCode using the Google Gemini 3 model.

Much care and guidance was exercised.

Note: lol. trying to de-slop this so its actually functional


Why gdbuf?

  • Native Resources: Your Protobuf messages become first-class Godot Resource objects. Create, edit, and save them (.tres) directly in the Godot Editor.
  • Inspector Integration: View and modify message fields in the Inspector with full type support.
  • Documentation: Comments in your .proto files are automatically converted into Godot Editor tooltips and documentation.
  • Performance: Built on GDExtension and C++ for maximum speed.
  • Zero Boilerplate: No manual C++ coding required. Just run the tool.

Installation

Prerequisites

  • Go (1.21+)
  • protoc (The Protocol Buffers compiler) installed and in your system PATH.
  • C++ Compiler (gcc/clang/msvc) & CMake (for building the extension).

Build gdbuf

git clone --recursive https://github.com/onion-4-dinner/gdbuf.git
cd gdbuf
make build
# The binary will be in bin/gdbuf

Usage

Run gdbuf pointing to your Protobuf definitions directory. It will handle parsing, code generation, and compiling the GDExtension library for you.

./bin/gdbuf \
--proto ./path/to/your/protos \
--include ./path/to/your/protos/public \
--include ./path/to/your/protos/private \
--out ./path/to/godot_project/addons/my_proto_extension \
--name MyProtoLib

Arguments

  • --proto: Path to the directory containing your .proto files (Required).

  • --include: Additional directories to include for resolving imports. Can be specified multiple times.

  • --out: Directory where the compiled GDExtension (library + .gdextension file) will be placed (Default: ./out).

  • --genout: Directory where the intermediate C++ source code will be generated (Default: .).

  • --generate-only: Only generate the C++ source code, skipping the GDExtension compilation step (Default: false).

  • --name: Name of the GDExtension library (Default: gdbufgen).

  • --platform: Target platform(s) to build for. Can be a single platform (linux, windows, web, android), a comma-separated list (linux,web), or all. Default: Host OS.

  • --cache: Custom directory for build artifacts and toolchain downloads (Android NDK, Emscripten SDK). Default: System cache directory (~/.cache/gdbuf on Linux, ~/Library/Caches/gdbuf on macOS).

  • --debug: Build debug binaries instead (Default: false)

  • --threaded: Build multi-threaded binaries for web (Default: false)

  • --double: Build with double-precision floating point variables (Default: false)

In Godot

Once the extension is generated and placed in your project:

  1. Restart Godot to load the new extension.
  2. Use in GDScript:
    # Create a messagevarmsg=MyMessage.new()
    msg.health=100msg.name="Player 1"# Serializevarbytes=msg.to_byte_array()
    # Save to diskResourceSaver.save(msg, "res://player_data.tres")
  3. Use in Editor: Right-click in FileSystem -> New Resource -> Search for your message name.

Documentation

About

Protobuf to GDExtension - C++ code generator and GDExtension builder in Go

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages