Virtualx Game Engine. Forked from Godot 3.6
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Riteo 2e07dcf1e7 Wayland: suspend window after frame timeout or suspend state
This is a pretty popular approach that took a while for me to wrap my
head around and which only recently got "official" support through an
update (xdg_shell version 6), so I think that this is all-in-all a
better option than the overkill 2000Hz ticking we have now :P

Basically, we wait for a frame event and, if either too much time passes
or we get the new `suspended` state, we consider the window as "hidden"
and stop drawing, ticking by the low usage rate.

This should work great for KDE and Mutter, which support the new state,
but not yet for sway, which is still stuck at a very old xdg_shell
version and thus falls back to the timeout approach.

Be aware that if we rely on timing out the engine will have to stall for
the whole timeout, which _could_ be problematic but doensn't seem like
it. Further testing is needed.

Special thanks go to the guys over at #wayland on OFTC, who very
patiently explained me this approach way too many times.
2024-02-15 23:48:56 +01:00
.github Remove 3.x references in the pull request template 2024-02-09 15:40:20 -05:00
core Merge pull request #87971 from bruvzg/font_no_image_dup 2024-02-15 17:35:36 +01:00
doc Merge pull request #88291 from dsnopek/export-plugin-option-overrides 2024-02-15 15:45:07 +01:00
drivers Merge pull request #88252 from RandomShaper/d3d12_slice_of_cube 2024-02-15 15:45:03 +01:00
editor Merge pull request #86093 from bruvzg/d3d12_export 2024-02-15 17:35:32 +01:00
main Add --no-header option to clean output 2024-02-15 14:10:11 +03:00
misc [iOS/macOS] Add option to automatically build (and sign / archive) bundles. 2024-02-13 16:36:41 +02:00
modules Merge pull request #88365 from dalexeev/gds-fix-gdc-export 2024-02-15 17:35:58 +01:00
platform Wayland: suspend window after frame timeout or suspend state 2024-02-15 23:48:56 +01:00
scene Merge pull request #88347 from davthedev/itemlist-click-gap-fix 2024-02-15 17:35:54 +01:00
servers Add --no-header option to clean output 2024-02-15 14:10:11 +03:00
tests Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
thirdparty libdecor: Update to 0.2.2 2024-02-15 20:20:04 +01:00
.clang-format Style: Workaround clang-format 14 bug with Inline oneliner functions 2022-08-03 12:20:23 +02:00
.clang-tidy Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init 2022-05-02 16:28:25 +02:00
.editorconfig GDScript: Fix some lambda bugs 2023-09-14 14:22:23 +03:00
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.gitattributes File: Re-add support to skip CR (\r) in File::get_as_text 2022-08-01 00:40:35 +02:00
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.mailmap Update AUTHORS and DONORS list 2024-02-13 10:00:17 +01:00
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CHANGELOG.md Add changelog for Godot 4.2 2023-11-29 18:08:07 +01:00
CONTRIBUTING.md Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
COPYRIGHT.txt miniupnpc: Update to version 2.2.6 2024-02-13 16:06:52 +01:00
DONORS.md Update AUTHORS and DONORS list 2024-02-13 10:00:17 +01:00
gles3_builders.py SCons: Update mypy 2023-12-11 15:59:06 -06:00
glsl_builders.py SCons: Update mypy 2023-12-11 15:59:06 -06:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
icon_outlined.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
LICENSE.txt One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
logo.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
LOGO_LICENSE.txt Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
logo_outlined.png Convert the logo's text outlines into paths 2023-04-07 17:51:56 +02:00
logo_outlined.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
methods.py VS: Fix user workflows with custom user VS configurations 2024-02-12 17:09:52 +01:00
platform_methods.py [iOS/macOS] Add option to automatically build (and sign / archive) bundles. 2024-02-13 16:36:41 +02:00
README.md Cleanup various repository documentation files 2023-10-10 13:58:13 +02:00
SConstruct [iOS/macOS] Add option to automatically build (and sign / archive) bundles. 2024-02-13 16:36:41 +02:00
scu_builders.py Move 3D scene import classes to their own folder 2024-01-04 11:02:49 -06:00
version.py Remove now unused year member from version.py 2024-01-25 15:08:34 +01:00

Godot Engine

Godot Engine logo

2D and 3D cross-platform game engine

Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.

Free, open source and community-driven

Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.

Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.

Screenshot of a 3D scene in the Godot Engine editor

Getting the engine

Binary downloads

Official binaries for the Godot editor and the export templates can be found on the Godot website.

Compiling from source

See the official docs for compilation instructions for every supported platform.

Community and contributing

Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.

The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.

To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.

Documentation and demos

The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.

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