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Rémi Verschelde 6fc0912137
minimp3: Add a .cpp file to simplify building the single-header implementation
Single-header libraries like this require passing a bunch of defines _once_
before including the header, but not multiple times. This can make it tricky
in user code to know when to request the implementation, if the header needs
to be included in multiple files.

So properly compiling a .cpp file for the implementation solves this, and
also enables us to properly disable warnings on thirdparty implementation code.
2023-06-15 13:50:27 +02:00
.github Link to Code style guidelines in the pull request template 2023-06-15 07:22:20 +02:00
core Merge pull request #78061 from dsnopek/gdextension-class-not-exposed 2023-06-15 10:50:27 +02:00
doc Merge pull request #77412 from smix8/fix_threaded_navmesh_baking_4.x 2023-06-15 10:49:58 +02:00
drivers Fix for Win+M crashing the editor 2023-06-14 14:34:09 -03:00
editor Merge pull request #78109 from heppocogne/support-relative-path 2023-06-15 10:50:33 +02:00
main Merge pull request #78054 from bruvzg/fix_res_errors 2023-06-14 09:24:45 +02:00
misc Directly expose WebRTCPeerConnection::create_data_channel() to GDExtension 2023-06-14 14:31:41 -05:00
modules minimp3: Add a .cpp file to simplify building the single-header implementation 2023-06-15 13:50:27 +02:00
platform Disable NVIDIA's threaded optimization on Windows 2023-06-13 11:47:40 +02:00
scene Merge pull request #78256 from Calinou/animatedtexture-fix-property-hint 2023-06-15 10:50:53 +02:00
servers Merge pull request #77412 from smix8/fix_threaded_navmesh_baking_4.x 2023-06-15 10:49:58 +02:00
tests Add initial 'NavigationObstacle' and 'NavigationRegion' tests 2023-06-14 22:24:37 +02:00
thirdparty minimp3: Add a .cpp file to simplify building the single-header implementation 2023-06-15 13:50:27 +02:00
.clang-format
.clang-tidy
.editorconfig
.git-blame-ignore-revs
.gitattributes
.gitignore
.lgtm.yml
.mailmap
AUTHORS.md
CHANGELOG.md
CONTRIBUTING.md
COPYRIGHT.txt Merge pull request #78099 from DeeJayLSP/rvo2023 2023-06-14 09:25:10 +02:00
DONORS.md
gles3_builders.py
glsl_builders.py
icon.png
icon.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
icon_outlined.png
icon_outlined.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
LICENSE.txt
logo.png
logo.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
LOGO_LICENSE.md
logo_outlined.png
logo_outlined.svg Standardize and Optimize blue robot SVG 2023-06-12 18:12:40 +02:00
methods.py
platform_methods.py
README.md
SConstruct
scu_builders.py
version.py

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 with 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 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 the Godot Engine editor

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.

The best way to get in touch with the core engine developers 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 Read the Docs. It is maintained by the Godot community in its own GitHub repository.

The class reference is also accessible from the Godot editor.

We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.

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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