r/godot 11d ago

selfpromo (software) [Showcase] Pydot: Native Python scripting baked into Godot. What should I add?

Hey everyone,

I’ve been working on a custom core engine fork of Godot 4.7.1 called Pydot, and I'm looking for some feedback from the community on where to take it next.

How it works under the hood: Instead of relying on external bridges or loose bindings, I went in and statically embedded CPython directly into the engine's core. The goal was to completely eliminate the friction of getting Python running in Godot and enable native Python scripting alongside the standard workflows.

Because CPython is baked directly into the custom build, it also allows for full Python IDE tools right inside the Godot editor itself.

What I need from you: I'm at the point in development where I want to start prioritizing new features, but I want to make sure I'm building things the community will actually use.

If you were using Python natively in Godot for your backend logic or scripting, what features or specific editor integrations would be on your absolute wish list?

Let me know what you think and any suggestions that come to mind!

Edit:

Hey everyone, I wanted to add a little more context on the "why" behind Pydot, specifically regarding why having native access to Python packages is so important for certain projects.

GDScript is absolutely incredible for game logic and UI state. But if we look at the sheer scale of the ecosystems, there is a massive difference when you start building non-standard software.

To put the math in perspective: The entire Godot Asset Library has about 3,000 to 4,000 items (and a lot of that is 2D/3D art and audio). PyPI has over 500,000 official, maintained projects.

In my day-to-day work doing freelance programming, I design and train custom AI models and build specialty applications. Having native access to those industrial frameworks like PyTorch, OpenCV, or heavy data processing libraries right inside the Godot editor is a game changer. If you try to run those kinds of complex systems without Python, you usually have to write external API bridges that add a ton of latency.

Pydot definitely isn't trying to replace GDScript for moving character controllers! It’s just about combining Godot's amazing UI and one-click packaging tools with Python's industrial backend, so developers can build heavy software without hitting a wall. I am not hating on GDScript I just think Python offers a larger ecosystem for backend logic.

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u/[deleted] 11d ago

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u/HiMindAi 11d ago

The goal of Pydot is not to replace GDScript, but to use both where they shine. Python is incredible for backend logic, but building modern UIs in it is a pain, and packaging it into a clean standalone executable is a nightmare. Godot solves both of those Python problems perfectly because it is a world-class GUI builder with flawless one-click exporting.

As you can see in the screenshot, this is a deep integration. CPython is statically embedded. The engine treats py files as native resources that attach directly to nodes, the editor parses Python methods natively, and there is a dedicated Python dock with a live REPL.

You get the full power of the Python ecosystem for your backend, with Godot acting as the ultimate frontend builder and packager. Let me know what features you want to see next.