Making game inside godot source

It is possible to make game inside godot source? what is the benefits? what is the limitation?

What do you mean inside Godot source? As in the engine source code? Sure.

There are no benefits.

The drawbacks is you get no IDE, and no editor.

If you want to use C++ with Godot, use GDExtension.

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Does it make the exported file more secure? For example, if I export an apk, will the content still be visible? Can I use an audio file and will it compile with the engine?

If anything your assets may be even more “visible” to dataminers. At best similar to the “Embed Pack” option in Godot exports, this causes other issues too; at worst a naive embedding assets will be uncompressed and duplicated when loaded.

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No. Why would you assume that?

It would be exactly the same. You’re still using the same code to export it.

No, because the engine doesn’t compile with your game.


I think you should take a step back and tell us the problem you are trying to solve. Or think you are trying to solve. Because you’re trying to increase the level of difficulty of making a game 100-fold. And it seems like you think it will make it more secure, which it will not. There are a number of threads on here about security. I recommend you search for them and read them. Because you are worrying about something that does not matter and will likely keep you from ever finishing a game.

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Security, performance, and full access to Godot APIs

If you want your game to never be “cracked” or for anyone to be able to see your asset files, then you need to move your entire game to a server, and only give a simple “viewer” application to your players, which will do nothing but show a video stream from your server that is actually running the game.

It’s basically impossible to protect your assets completely. You can make it harder, but it’ll never be impossible.

You can use GDMaim to make it more difficult to read and understand your GDScript code:

And you can use pck encryption to make it very slightly more difficult to get your assets, but if someone wants to get them, they will.

I’d recommend just making a fun game and not worry about any of this too much. Do the bare minimum that requires barely any effort on your part, and be done with it.

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Ok, what does security mean to you? Protecting users or protecting your IP? What specific concerns do you have?

  1. What performance issues have you encountered so far?
  2. What kind of game are you making?
  3. 2D or 3D?
  4. Multiplayer or single player? If Multiplayer, how many concurrent players, and user-hosted or server hosted.

GDScript is the place to start if you want performance. Because it is a domain-specific language that is designed to run games as performantly as possible, and is optimized under the hood in C++. Unless you know C++ and each individual system under the hood better than the hundreds of developers who made Godot what it is today, you are more likely to make Godot less performant - not more by tinkering around in the guts.

  1. What APIs do you not have access to?
  2. What limitations have you seen that led you to the conclusion that editing the C++ source was the only way to access Godot APIs?

Godot is developed to use GDScript first, and every API is reachable - and more importantly extensible using GDScript. Likewise, you can do the same in any language of your choice - including C++ through GDExtension, for which Godot is developed for second.


The Godot project is one that get a new release every 3 months (give or take). It is a very active project, and people often assume that articles written months or years before still hold true. They believe that LLMs give authoritative answers, when their datasets cannot tell the difference between Godot 2, 3 and 4 information.

You seem to believe that unless you tinker around in the engine itself, you cannot have security, performance, and full access to Godot’s APIs. These are all erroneous assumptions. Again, it would help if you elaborated your specific concerns if you want them addressed.

If you don’t want them addressed, then just start tinkering around in the source code and have fun.

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If you care about security - tho i’m not so experienced so take my word with grain of salt or just as a inspiration

There are few types of people who want to steal your files:

  • Randoms who think it can profit them
  • Data sellers that sell game stolen assets
  • People who copy your game and need your assets to make their clone
  • More serious hackers
  • Other people who probably want to do smth for themselves

The most dangerus (for me) are randoms and people who copy, luckily they’re the laziest of these people, so 99% will leave after encountering first problem that can’t be solved with chat gpt or a tutorial

What might be this first “problem”?

  • Obfuscated code
  • Encrypted PCK and custom exports
  • Using custom format for your files and then decoding it inside game
  • Using C# or GDExtensions in some parts of your game
  • Use procedural assets created at runtime

Like, there’s a ton of stuff more to protect your game, you don’t need to build new godot from scratch to do that

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