Virtualx Game Engine. Forked from Godot 3.6
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Fabio Alessandrelli 90c7102b51 Move mix_rate, ouput_latency to AudioDriverManager
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
2020-05-18 13:02:06 +02:00
.github Delete ISSUE_TEMPLATE.md 2019-09-04 15:29:49 -03:00
core Remove HQ2X and the Image.expand_2x_hq2x() method 2020-05-16 16:10:50 +02:00
doc Merge pull request #38795 from Calinou/doc-array-dictionary-reference 2020-05-17 20:30:42 +02:00
drivers Move mix_rate, ouput_latency to AudioDriverManager 2020-05-18 13:02:06 +02:00
editor Merge pull request #38804 from m4gr3d/android_plugin_config_master 2020-05-17 22:38:47 +02:00
main Style: Enforce braces around if blocks and loops 2020-05-14 21:57:34 +02:00
misc Merge pull request #37099 from Faless/js/debugger_4.0 2020-05-12 18:02:38 +02:00
modules Fix GDNative wrapper type sizes (RID, Variant, Packed*Array), add size checking static asserts. 2020-05-16 13:58:42 +03:00
platform Move mix_rate, ouput_latency to AudioDriverManager 2020-05-18 13:02:06 +02:00
scene Merge pull request #38695 from dreamsComeTrue/node-swap-order-arguments 2020-05-17 11:36:05 +02:00
servers Move mix_rate, ouput_latency to AudioDriverManager 2020-05-18 13:02:06 +02:00
thirdparty Remove HQ2X and the Image.expand_2x_hq2x() method 2020-05-16 16:10:50 +02:00
.appveyor.yml Added compilation database support for clang and gcc 2020-05-12 13:07:50 +02:00
.clang-format Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2020-05-14 16:54:55 +02:00
.clang-tidy Style: Enforce braces around if blocks and loops 2020-05-14 21:57:34 +02:00
.editorconfig Miscellaneous cleanup for the Android codebase: 2020-03-04 12:16:17 -08:00
.gitattributes Mark *.tza files as binary in .gitattributes for old Git versions 2020-05-12 09:49:19 +02:00
.gitignore Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
.mailmap Update AUTHORS and DONORS list 2020-04-17 13:40:29 +02:00
.travis.yml Re-enable travis CI for javascript platform. 2020-05-10 18:22:48 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2020-04-17 13:40:29 +02:00
CHANGELOG.md Changelog: Mention 3.2 changes to TileMap features 2020-02-05 15:10:58 +01:00
CODE_OF_CONDUCT.md Add a link to the code of conduct in the repository 2019-12-22 18:05:24 +01:00
CONTRIBUTING.md Improve CONTRIBUTING.md and update it to follow recent changes 2020-02-01 09:57:32 +01:00
COPYRIGHT.txt Remove HQ2X and the Image.expand_2x_hq2x() method 2020-05-16 16:10:50 +02:00
DONORS.md Update DONORS list 2020-05-05 16:24:40 +02:00
gles_builders.py New lightmapper 2020-05-10 15:59:09 -03:00
icon.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LICENSE.txt Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
logo.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
methods.py SCons: Expand CXX in check for vanilla Clang 2020-04-04 12:12:57 +02:00
platform_methods.py SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
README.md Add TODOs Badge to README 2020-03-25 19:53:51 -04:00
SConstruct Added compilation database support for clang and gcc 2020-05-12 13:07:50 +02:00
version.py Bump version to 4.0-dev 2020-01-29 13:37:17 +01:00

Godot Engine logo

Godot Engine

Homepage: https://godotengine.org

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 in one click to a number of platforms, including the major desktop platforms (Linux, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.

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 Godot Engine

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.

To get in touch with the developers, the best way is to join the #godotengine IRC channel on Freenode.

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 within the engine.

The official demos are maintained in their own GitHub repository as well.

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 info.

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