Virtualx Game Engine. Forked from Godot 3.6
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Rémi Verschelde f19fd7a4c1 Reenable node name case setting + code cleanups
The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).

Also did various related code cleanups and simplifications.
2017-01-13 22:38:43 +01:00
core Replace Engine version API by preexisting OS one 2017-01-13 18:25:49 +01:00
doc Tween: Rename times_in_sec (sic) param to duration 2017-01-13 19:40:18 +01:00
drivers Improvements to scons defined WINVER/_WIN32_WINNT 2017-01-12 17:13:19 +01:00
main Reenable node name case setting + code cleanups 2017-01-13 22:38:43 +01:00
modules Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED 2017-01-12 20:35:46 -03:00
platform Improvements to scons defined WINVER/_WIN32_WINNT 2017-01-12 17:13:19 +01:00
scene Reenable node name case setting + code cleanups 2017-01-13 22:38:43 +01:00
servers Unify naming of blendshape / morphtarget into just "Blend Shape" 2017-01-12 08:34:00 -03:00
thirdparty Remove libmpcdec bundled lib, no longer used 2017-01-11 22:40:51 +01:00
tools Reenable node name case setting + code cleanups 2017-01-13 22:38:43 +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 information about dev communication channels 2017-01-11 14:27:12 +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.md Dehardcode version major in editor settings 2017-01-11 22:40:51 +01:00
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 fix code generation so it generates Transform2D instead of Matrix32 2017-01-11 09:15:57 -03:00
prop_renames.txt Rename collision layer as suggested in #5696 2017-01-13 11:01:19 -03:00
README.md Rewrite the README to be more descriptive 2016-11-03 19:29:31 +01:00
SConstruct Remove libmpcdec bundled lib, no longer used 2017-01-11 22:40:51 +01:00
signal_renames.txt Added a list of signals to rename, this should become a header eventually 2017-01-12 00:54:21 -03:00
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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