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Rémi Verschelde 3695c08782 basis_universal: Use proper basisu_transcoder.h header, fixes Clang build
Also renames bu to basisu to be more explicit and match upstream name.
2020-02-11 12:03:07 +01:00
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core Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
doc A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
drivers Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
editor Fixes to Basis Universal. 2020-02-11 12:02:59 +01:00
main Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
misc Add static Vulkan loader. 2020-02-11 11:57:11 +01:00
modules basis_universal: Use proper basisu_transcoder.h header, fixes Clang build 2020-02-11 12:03:07 +01:00
platform glslang: Disable warnings and allow unbundling 2020-02-11 12:02:50 +01:00
scene Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
servers Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
thirdparty basis_universal: Fix py3 build and document license and provenance 2020-02-11 12:02:45 +01:00
.appveyor.yml
.clang-format
.editorconfig
.gitattributes
.gitignore
.mailmap
.travis.yml Add static Vulkan loader. 2020-02-11 11:57:11 +01:00
AUTHORS.md
CHANGELOG.md Changelog: Mention 3.2 changes to TileMap features 2020-02-05 15:10:58 +01:00
CODE_OF_CONDUCT.md
compat.py
CONTRIBUTING.md
COPYRIGHT.txt basis_universal: Fix py3 build and document license and provenance 2020-02-11 12:02:45 +01:00
DONORS.md
gles_builders.py Better format generated shader headers 2020-02-11 12:03:05 +01:00
icon.png
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LOGO_LICENSE.md
methods.py Moved the shader source compilation code outside RenderingDevice and Vulkan 2020-02-11 11:53:29 +01:00
platform_methods.py
README.md Added LGTM Alert Badge 2020-02-06 23:29:54 +05:30
SConstruct glslang: Disable warnings and allow unbundling 2020-02-11 12:02:50 +01:00
version.py

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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