Virtualx Game Engine. Forked from Godot 3.6
Find a file
lawnjelly 8ca631a466 Shadow volume culling and tighter shadow caster culling
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.

This is used to:
* More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum.
* Tighter cull shadow casters to the view frustum.

Lights dirty state is now automatically managed:
* Continuous (tighter caster culling)
* Static (all casters are rendered)
2023-11-14 14:17:57 +00:00
.github Web: Workaround Emscripten 3.1.42+ LTO regression 2023-10-30 14:49:13 +01:00
core Check parameter validity in Object::set_script 2023-10-30 14:51:07 +01:00
doc Shadow volume culling and tighter shadow caster culling 2023-11-14 14:17:57 +00:00
drivers Fix glGet overflows by using 64 bit versions 2023-10-16 13:47:11 +01:00
editor Make gizmo plugin handle SpriteBase3D instead of Sprite3D 2023-10-06 10:43:07 +02:00
main Sync controller mappings DB with SDL2 community repo 2023-10-30 14:51:07 +01:00
misc Add static check for overzealous .gitignores. 2023-08-29 13:54:56 +02:00
modules Merge pull request #84475 from timothyqiu/3.x-image-links 2023-11-14 11:37:42 +01:00
platform Merge pull request #84415 from m4gr3d/fix_editor_crash_after_backing_from_game_3x 2023-11-14 11:37:39 +01:00
scene Shadow volume culling and tighter shadow caster culling 2023-11-14 14:17:57 +00:00
servers Shadow volume culling and tighter shadow caster culling 2023-11-14 14:17:57 +00:00
thirdparty mbedTLS: Update to version 2.18.5 2023-10-30 14:52:24 +01:00
.clang-format Style: Workaround clang-format 14 bug with Inline oneliner functions 2022-08-03 15:04:47 +02:00
.clang-tidy Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00
.editorconfig [3.x] Add a simple C# .editorconfig 2021-07-24 16:27:57 -04:00
.gitattributes Upgrade Android Gradle to version 7.2 2021-10-15 12:51:43 +02:00
.gitignore Remove too greedy GCOV ignores from .gitignore 2023-08-29 13:54:56 +02:00
.mailmap Update AUTHORS and DONORS list 2023-06-26 18:48:34 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2023-06-26 18:48:34 +02:00
CHANGELOG.md Update changelog for Godot 3.6 beta 2 2023-05-25 13:52:13 +02:00
compat.py CI: Sync configuration with master branch 2022-08-25 14:11:54 +02:00
CONTRIBUTING.md Recommend using GitHub attachments for minimal reproduction projects 2022-02-11 09:50:58 +01:00
COPYRIGHT.txt zstd: Update to upstream version 1.5.5 2023-08-29 11:50:10 +02:00
DONORS.md Update AUTHORS and DONORS list 2023-06-26 18:48:34 +02:00
gles_builders.py CI: Sync configuration with master branch 2022-08-25 14:11:54 +02:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
icon.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2021-09-21 17:14:58 +02:00
icon_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2021-09-21 17:14:58 +02:00
LICENSE.txt One Copyright Update to rule them all 2023-01-10 15:26:54 +01:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
logo.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
LOGO_LICENSE.md
logo_outlined.png Convert the logo's text outlines into paths 2023-08-28 17:27:14 +02:00
logo_outlined.svg Convert the logo's text outlines into paths 2023-08-28 17:27:14 +02:00
methods.py Build system: add option for MSVC incremental linking. 2023-10-30 14:49:13 +01:00
platform_methods.py
README.md Remove LGTM badge 2022-12-01 11:31:07 +08:00
SConstruct SCons: Enable /WX on LINKFLAGS for MSVC with werror=yes 2023-08-29 12:42:10 +02:00
scu_builders.py Single Compilation Unit build. 2023-07-02 20:13:16 +01:00
version.py Bump version to 3.6-beta 2022-08-05 18:51:38 +02:00

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 (HTML5) 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 Software Freedom Conservancy 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 homepage.

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.

Documentation and demos

The official documentation is hosted on ReadTheDocs. 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.

Actions Build Status Code Triagers Badge Translate on Weblate TODOs