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Fabio Alessandrelli 9e303ef71c WebSocket module now uses wslay library.
Both client and server are supported on native builds (as usual).

SSL server is still not supported, but will soon be possible with this
new library.

The API stays the same, we just need to work out potential issues due to
this big library switch.
2019-07-04 15:03:04 +02:00
.github Move CODEOWNERS and ISSUE_TEMPLATE.md to .github folder 2019-06-27 17:22:48 +02:00
core WebSocket module now uses wslay library. 2019-07-04 15:03:04 +02:00
doc Add TCP Server is_listening method 2019-07-03 18:42:46 +02:00
drivers SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines 2019-07-03 09:59:04 +02:00
editor Merge pull request #30264 from Calinou/add-csg-gizmo-snapping 2019-07-03 07:01:01 +02:00
main Revert "Add godot version in backtrace message" 2019-07-01 13:58:57 +02:00
misc Deprecate armv6 support for Android 2019-06-19 12:05:58 -07:00
modules WebSocket module now uses wslay library. 2019-07-04 15:03:04 +02:00
platform SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines 2019-07-03 09:59:04 +02:00
scene Merge pull request #29988 from NathanWarden/lightmap_hint_size 2019-07-03 08:30:26 +02:00
servers Fix various memory leaks and errors 2019-07-02 17:23:54 +03:00
thirdparty WebSocket module now uses wslay library. 2019-07-04 15:03:04 +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 Add Android Studio support. 2019-05-29 16:57:52 -07:00
.mailmap
.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
compat.py
CONTRIBUTING.md
COPYRIGHT.txt WebSocket module now uses wslay library. 2019-07-04 15:03:04 +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: Use CPPDEFINES instead of CPPFLAGS for pre-processor defines 2019-07-03 09:59:04 +02:00
platform_methods.py
README.md Replace 3.0 screenshot by new one from TPS demo 2019-04-08 14:07:13 +02:00
SConstruct Add support for creating editor icons per module 2019-06-28 23:42:26 +03:00
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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