Virtualx Game Engine. Forked from Godot 3.6
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Rémi Verschelde e2dfb656f4
SCons: Add DEV_ENABLED defines for target=debug builds
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.

This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.

Related to godotengine/godot-proposals#3371.
2021-10-14 12:01:28 +02:00
.github Update Android CI to use JDK 11. 2021-10-09 15:27:11 +01:00
core Merge pull request #53773 from nathanfranke/fix-license-character-encoding 2021-10-13 21:04:13 +02:00
doc Merge pull request #53597 from Xeadriel/patch-1 2021-10-13 21:04:32 +02:00
drivers Merge pull request #53712 from CakHuri/nullptr 2021-10-12 22:30:43 +02:00
editor Add tool quick-select to tile editor 2021-10-14 02:24:39 +02:00
main Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
misc Merge pull request #52043 from Calinou/macos-use-big-sur-icon 2021-09-30 15:52:51 +02:00
modules Restore gltf animation export after split. 2021-10-13 15:18:27 -07:00
platform SCons: Add DEV_ENABLED defines for target=debug builds 2021-10-14 12:01:28 +02:00
scene Merge pull request #53792 from floppyhammer/fix-bilinear-texture-progress-bar 2021-10-14 09:39:38 +02:00
servers Added few more built-ins to shader language 2021-10-13 20:27:36 +03:00
tests Fix breakpointed_lines out of sync when removing lines above 2021-10-06 14:23:37 +01:00
thirdparty bullet: Fix UWP build by disabling TaskScheduler dynamic loading 2021-10-06 08:18:19 +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 Add a simple C# .editorconfig 2021-07-23 17:04:53 -04:00
.gitattributes Mark *.tza files as binary in .gitattributes for old Git versions 2020-05-12 09:49:19 +02:00
.gitignore Add tests for Translations 2021-09-29 10:39:20 +03:00
.lgtm.yml Create a basic .lgtm.yml file. 2020-09-03 14:49:14 +01:00
.mailmap Update AUTHORS and DONORS list 2021-10-11 11:59:11 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2021-10-11 11:59:11 +02:00
CHANGELOG.md Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
CONTRIBUTING.md Link to Godot Contributors Chat instead of IRC 2021-03-05 22:32:48 +01:00
COPYRIGHT.txt doctest: Update to 2.4.6 2021-10-04 11:20:19 +02:00
DONORS.md Update AUTHORS and DONORS list 2021-10-11 11:59:11 +02:00
glsl_builders.py RenderingServer reorganization 2020-12-04 18:39:46 -03:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
icon_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
icon_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
LICENSE.txt Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
logo.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
LOGO_LICENSE.md Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0 2020-12-03 14:30:06 +01:00
logo_outlined.png Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
logo_outlined.svg Add an outlined version of logo.png and icon.png and put it in README.md 2020-12-14 06:42:51 +01:00
methods.py Force optimized builds for thirdparty Embree files 2021-09-28 14:35:21 +02:00
platform_methods.py Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
README.md Merge pull request #44359 from Riteo/logo-outline 2021-05-09 14:01:05 +02:00
SConstruct Force optimized builds for thirdparty Embree files 2021-09-28 14:35:21 +02:00
version.py Update copyright statements to 2021 2021-01-01 20:19:21 +01:00

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 in 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 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 engine developers, the best way 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.

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 information.

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