# godot-cpp > **Warning** > > This repository's `master` branch is only usable with Godot's ([GDExtension](https://godotengine.org/article/introducing-gd-extensions)) > API (Godot 4.0 and later). > > For GDNative users (Godot 3.x), switch to the [`3.x`](https://github.com/godotengine/godot-cpp/tree/3.x) > or the [`3.5`](https://github.com/godotengine/godot-cpp/tree/3.5) branch. This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDExtensions API. - [**Versioning**](#versioning) - [**Compatibility**](#compatibility) - [**Contributing**](#contributing) - [**Getting started**](#getting-started) - [**Included example**](#included-example) ## Versioning This repositories follows the same branch versioning as the main [Godot Engine repository](https://github.com/godotengine/godot): - `master` tracks the current GDExtension development branch for the next Godot 4.x minor release. - `3.x` tracks the development of the GDNative plugin for the next 3.x minor release. - Other versioned branches (e.g. `4.0`, `3.5`) track the latest stable release in the corresponding branch. Stable releases are also tagged on this repository: [**Tags**](https://github.com/godotengine/godot-cpp/tags). **For any project built against a stable release of Godot, we recommend using this repository as a Git submodule, checking out the specific tag matching your Godot version.** > As the `master` branch of Godot is constantly getting updated, if you are > using `godot-cpp` against a more current version of Godot, see the instructions > in the `gdextension` folder to update the relevant files. ## Compatibility **Warning:** The GDExtension API is brand new in Godot 4.0, and is still considered in **beta** stage, despite Godot 4.0 itself being released. This applies to both the GDExtension interface header, the API JSON, and this first-party `godot-cpp` extension. Some compatibility breakage is to be expected as GDExtension and `godot-cpp` get more used, documented, and critical issues get resolved. See the [issue tracker](https://github.com/godotengine/godot/issues) for a list of known issues, and be sure to provide feedback on issues and PRs which affect your use of this extension. ## Contributing We greatly appreciate help in maintaining and extending this project. If you wish to help out, ensure you have an account on GitHub and create a "fork" of this repository. See [Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html) for instructions. Please install clang-format and copy the files in `misc/hooks` into `.git/hooks` so formatting is done before your changes are submitted. ## Getting started It's a bit similar to what it was for 3.x but also a bit different. This new approach is much more akin to how core Godot modules are structured. Compiling this repository generates a static library to be linked with your shared lib, just like before. To use the shared lib in your Godot project you'll need a `.gdextension` file, which replaces what was the `.gdnlib` before. Follow [the example](test/demo/example.gdextension): ```ini [configuration] entry_symbol = "example_library_init" [libraries] macos.debug = "bin/libgdexample.macos.debug.framework" macos.release = "bin/libgdexample.macos.release.framework" windows.debug.x86_64 = "bin/libgdexample.windows.debug.x86_64.dll" windows.release.x86_64 = "bin/libgdexample.windows.release.x86_64.dll" linux.debug.x86_64 = "bin/libgdexample.linux.debug.x86_64.so" linux.release.x86_64 = "bin/libgdexample.linux.release.x86_64.so" # Repeat for other architectures to support arm64, rv64, etc. ``` The `entry_symbol` is the name of the function that initializes your library. It should be similar to following layout: ```cpp extern "C" { // Initialization. GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) { godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization); init_obj.register_initializer(initialize_example_module); init_obj.register_terminator(uninitialize_example_module); init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE); return init_obj.init(); } } ``` The `initialize_example_module()` should register the classes in ClassDB, very like a Godot module would do. ```cpp using namespace godot; void initialize_example_module(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { return; } ClassDB::register_class(); } ``` Any node and resource you register will be available in the corresponding `Create...` dialog. Any class will be available to scripting as well. ## Included example Check the project in the `test` folder for an example on how to use and register different things.