282bd37e5c
We aim to make the C# API reflection-free, mainly for concerns about performance, and to be able to target NativeAOT in refletion-free mode, which reduces the binary size. One of the main usages of reflection still left was the dynamic invokation of callable delegates, and for some time I wasn't sure I would find an alternative solution that I'd be happy with. The new solution uses trampoline functions to invoke the delegates: ``` static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret) { if (args.Count != 1) throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}."); string res = ((Func<int, string>)delegateObj)( VariantConversionCallbacks.GetToManagedCallback<int>()(args[0]) ); ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res); } Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline); ``` Of course, this is too much boilerplate for user code. To improve this, the `Callable.From` methods were added. These are overloads that take `Action` and `Func` delegates, which covers the most common use cases: lambdas and method groups: ``` // Lambda Callable.From((int num) => "Foo" + num); // Method group string AppendNum(int num) => "Foo" + num; Callable.From(AppendNum); ``` Unfortunately, due to limitations in the C# language, implicit conversions from delegates to `Callable` are not supported. `Callable.From` does not support custom delegates. These should be uncommon, but the Godot C# API actually uses them for event signals. As such, the bindings generator was updated to generate trampoline functions for event signals. It was also optimized to use `Action` instead of a custom delegate for parameterless signals, which removes the need for the trampoline functions for those signals. The change to reflection-free invokation removes one of the last needs for `ConvertVariantToManagedObjectOfType`. The only remaining usage is from calling script constructors with parameters from the engine (`CreateManagedForGodotObjectScriptInstance`). Once that one is made reflection-free, `ConvertVariantToManagedObjectOfType` can be removed. |
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.github | ||
core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
servers | ||
tests | ||
thirdparty | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.git-blame-ignore-revs | ||
.gitattributes | ||
.gitignore | ||
.lgtm.yml | ||
.mailmap | ||
AUTHORS.md | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
LICENSE.txt | ||
LOGO_LICENSE.md | ||
README.md | ||
SConstruct | ||
gles3_builders.py | ||
glsl_builders.py | ||
icon.png | ||
icon.svg | ||
icon_outlined.png | ||
icon_outlined.svg | ||
logo.png | ||
logo.svg | ||
logo_outlined.png | ||
logo_outlined.svg | ||
methods.py | ||
platform_methods.py | ||
version.py |
README.md
Godot Engine
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.
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 ReadTheDocs. 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.