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Rémi Verschelde 5dae2ea777 SCons: Enable C++11 on the whole codebase
**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.

For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.

The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.

We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
2019-07-22 17:17:30 +02:00
.github Move CODEOWNERS and ISSUE_TEMPLATE.md to .github folder 2019-06-27 17:22:48 +02:00
core Revert "Expose "meta" to the Inspector" 2019-07-22 12:03:57 +02:00
doc doc: More formatting fixes 2019-07-22 12:41:41 +02:00
drivers Merge pull request #30745 from clayjohn/gles2-shadow-transparency 2019-07-22 13:23:36 +02:00
editor SCons: Fix uses of [].append instead of env.add_source_files() 2019-07-22 15:08:32 +02:00
main SCons: Fix uses of [].append instead of env.add_source_files() 2019-07-22 15:08:32 +02:00
misc Add microphone privilege settings support back into export and add privilege exist check to camera server for iOS 2019-07-06 15:48:51 +10:00
modules SCons: Enable C++11 on the whole codebase 2019-07-22 17:17:30 +02:00
platform SCons: Fix uses of [].append instead of env.add_source_files() 2019-07-22 15:08:32 +02:00
scene SCons: Fix uses of [].append instead of env.add_source_files() 2019-07-22 15:08:32 +02:00
servers Merge pull request #30349 from qarmin/fix_arvr_crash_at_exit 2019-07-20 12:41:56 +02:00
thirdparty zstd: Update to upstream version 1.4.1 2019-07-20 20:47:07 +02:00
.appveyor.yml AppVeyor: Skip saving cache on non-master branches 2019-07-02 18:30:27 +02:00
.clang-format
.editorconfig Include SConstruct in .editorconfig 2019-05-26 18:49:55 +02:00
.gitattributes Git: Explicitly list binary files as such to avoid EOL change 2019-05-25 10:43:48 +02:00
.gitignore Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
.mailmap Update AUTHORS and DONORS list 2019-03-05 11:21:52 +01:00
.travis.yml Use GCC 9 in travis. 2019-07-02 13:28:48 +02:00
AUTHORS.md Update AUTHORS and DONORS list 2019-07-02 08:37:32 +02:00
CHANGELOG.md Bump version to 3.1-stable \o/ 2019-03-13 17:16:00 +01:00
compat.py
CONTRIBUTING.md Minor English fix 2019-04-06 18:45:02 -04:00
COPYRIGHT.txt Merge pull request #30515 from akien-mga/tinyexr-a685e33 2019-07-11 13:45:43 +02:00
DONORS.md Update AUTHORS and DONORS list 2019-07-02 08:37:32 +02:00
gles_builders.py
icon.png
icon.svg
LICENSE.txt
logo.png
logo.svg
LOGO_LICENSE.md
methods.py SCons: Fix uses of [].append instead of env.add_source_files() 2019-07-22 15:08:32 +02:00
platform_methods.py
README.md Add Weblate badge to README.md 2019-07-06 00:22:31 -03:00
SConstruct SCons: Enable C++11 on the whole codebase 2019-07-22 17:17:30 +02:00
version.py Print engine version to stdout when starting Godot 2019-05-28 11:19:21 +02:00

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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