Virtualx Game Engine. Forked from Godot 3.6
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Juan Linietsky 962382ac5c Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2019-12-12 08:55:15 +01:00
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core Refactored RID/RID_Owner to always use O(1) allocation. 2019-12-12 08:55:15 +01:00
doc CharFXTransform: Drop unnecessary get_value_or() 2019-12-12 07:47:08 +01:00
drivers Refactored RID/RID_Owner to always use O(1) allocation. 2019-12-12 08:55:15 +01:00
editor Fix for #34186: "Center Selection" in 2D editor introduces graphic bias. 2019-12-11 16:09:55 +00:00
main Refactored RID/RID_Owner to always use O(1) allocation. 2019-12-12 08:55:15 +01:00
misc Add a pre-commit hook to check the class reference syntax 2019-12-06 23:40:19 +01:00
modules Refactored RID/RID_Owner to always use O(1) allocation. 2019-12-12 08:55:15 +01:00
platform Added support for push constants 2019-12-12 08:53:55 +01:00
scene Refactored RID/RID_Owner to always use O(1) allocation. 2019-12-12 08:55:15 +01:00
servers Refactored RID/RID_Owner to always use O(1) allocation. 2019-12-12 08:55:15 +01:00
thirdparty Initial work on Vulkan: 2019-12-12 08:50:47 +01:00
.appveyor.yml
.clang-format
.editorconfig
.gitattributes
.gitignore
.mailmap Update AUTHORS list 2019-11-12 15:44:25 +01:00
.travis.yml Travis CI: Run makerst.py to check for documentation errors 2019-12-04 08:51:32 +01:00
AUTHORS.md Update AUTHORS list 2019-11-12 15:44:25 +01:00
CHANGELOG.md
compat.py
CONTRIBUTING.md
COPYRIGHT.txt Remove unused stb_truetype-based DynamicFont implementation 2019-10-03 01:19:02 +02:00
DONORS.md New contributors added to AUTHORS: 2019-11-07 10:22:04 +01:00
gles_builders.py
icon.png
icon.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
methods.py SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
platform_methods.py
README.md
SConstruct SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
version.py Bump version to 3.2-beta 2019-11-05 13:22:05 +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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