Virtualx Game Engine. Forked from Godot 3.6
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Fabio Alessandrelli 994df5df5c Use default UDP ring buffer size of 65536 for clients
We should probably create a specific function for setting the
recv buffer anyway. UDP sockets does not need to bind (listen)
to be able to call recvfrom. This is especially useful for clients
who just call set_send_address and start communicating with a server.

(cherry picked from commit 9336857132)
2017-03-22 21:07:27 +01:00
core Remove set_ip_type from network classes (no longer needed) 2017-03-22 21:00:23 +01:00
doc Update docs reference for TCP_Server::listen and UDPPacketPeer::listen 2017-03-22 21:05:02 +01:00
drivers Use default UDP ring buffer size of 65536 for clients 2017-03-22 21:07:27 +01:00
editor Revert "Fix drag and drop on 2d viewport" 2017-03-20 16:57:29 +01:00
main Input: bind parse_input_event() 2017-03-19 08:33:07 +01:00
misc Travis: Run clang-format static check 2017-03-19 16:14:53 +01:00
modules Fix random crashes when using yield() 2017-03-21 02:54:46 +01:00
platform Use default UDP ring buffer size of 65536 for clients 2017-03-22 21:07:27 +01:00
scene Remove set_ip_type from network classes (no longer needed) 2017-03-22 21:00:23 +01:00
servers Bring that Whole New World to the Old Continent too 2017-03-19 00:36:26 +01:00
thirdparty Reorder the folders in tools to prepare moving tools/editor 2017-03-18 23:29:43 +01:00
.clang-format Style: Add .clang-format based on LLVM style 2017-03-18 23:29:45 +01:00
.editorconfig Add .editorconfig 2015-06-22 14:07:26 -03:00
.gitattributes GH linguist: properly detect .inc files as C++ 2016-07-03 15:17:25 +02:00
.gitignore Refactoring: rename tools/editor/ to editor/ 2017-03-18 23:45:45 +01:00
.travis.yml Travis: Run clang-format static check 2017-03-19 16:14:53 +01:00
CONTRIBUTING.md Enhance instructions for contributors 2016-02-12 14:12:04 +01:00
icon.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
icon.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
ISSUE_TEMPLATE Issue template: ask for Godot version 2016-05-06 13:31:59 +02:00
LICENSE.md Welcome in 2017, dear changelog reader! 2017-01-12 19:15:30 +01:00
logo.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
logo.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
LOGO_LICENSE.md logo in svg curves & license 2015-06-08 01:33:46 -03:00
methods.py android: adding classpath and gradle plugins 2017-03-19 00:44:13 +01:00
README.md Rewrite the README to be more descriptive 2016-11-15 08:29:23 +01:00
SConstruct android: adding classpath and gradle plugins 2017-03-19 00:44:13 +01:00
version.py Release 2.1.2-stable 2017-01-21 14:43:37 +01:00

GODOT

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.

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

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.

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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