Virtualx Game Engine. Forked from Godot 3.6
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2017-01-08 17:17:05 +01:00
core i18n: Add support for Scots (sco) language 2017-01-08 16:48:30 +01:00
doc Fix codeblock tag in classes.xml for EditorSettings 2017-01-08 12:34:39 +01:00
drivers Use more compatible initializarion of RWLockPosix 2017-01-08 11:35:32 -03:00
main Move core engine tests to core/ 2017-01-08 14:08:18 +01:00
modules Fix code completion for new getnode syntax 2017-01-08 03:01:52 -03:00
platform x11: Improve logic for cross-dependencies between freetype, zlib and libpng 2017-01-08 17:17:05 +01:00
scene removed unnecesary modulate funtions, which were superseded by self_modulate 2017-01-08 12:31:14 -03:00
servers Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
thirdparty Remove bundled glew, obsoleted by glad 2017-01-06 22:56:51 +01:00
tools i18n: Sync templates with current code 2017-01-08 12:13:27 +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 adds gles3 auto generated shader header files 2016-11-30 00:35:04 +01:00
.travis.yml Enabled code that requests an OpenGL 3 context. 2017-01-05 00:05:34 +11:00
CONTRIBUTING.md Add missing commit title in the log example 2016-11-16 13:08:28 +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! 2017-01-01 22:03:33 +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 Merge remote-tracking branch 'origin/gles3' into gles3-on-master 2017-01-02 21:52:26 +01:00
prop_renames.txt removed unnecesary modulate funtions, which were superseded by self_modulate 2017-01-08 12:31:14 -03:00
README.md Rewrite the README to be more descriptive 2016-11-03 19:29:31 +01:00
SConstruct Move core engine tests to core/ 2017-01-08 14:08:18 +01:00
version.py Bump version to 3.0-alpha 2017-01-02 23:02:25 +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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