Godot Engine – Multi-platform 2D and 3D game engine
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Joaquim Monteiro 62e46cde92
Detect the ISA extension when building Embree and adjust its build configuration to match
Embree has specialized implementations for various ISA extensions to
improve performance. Its code uses preprocessor definitions to detect
which extension to use. Typically, its code is compiled multiple times,
with different extensions enabled, and, at runtime, it detects which one
should be used.

Godot's build system doesn't do this, it simply compiles Embree once,
for the base SSE2 instruction set, and uses that. However, it doesn't
properly guarantee that it is built correctly. If Godot is compiled for
a newer instruction set (such as by using `-march=x86-64-v3` with
GCC/Clang, or `/arch:AVX2` with MSVC), Embree will end up with mixed
code paths, and compilation will fail. (Additionally, Godot's copy of
the Embree source code omits files that are not used by SSE2 builds, but
are needed for AVX builds, which causes more build errors.)

This commit fixes the compilation issues by finding the highest Embree
ISA extension target that's compatible with the compiler flags set
by the user, and adjusting the build settings accordingly.
2024-08-29 15:34:32 +01:00
.github Add support for compiling with VS clang-cl toolset 2024-08-28 13:30:44 -05:00
core Merge pull request #92316 from alula/msvc-clang 2024-08-29 10:36:17 +02:00
doc Merge pull request #93900 from TestSubject06/10106/raycast_info_on_wheels 2024-08-29 10:36:30 +02:00
drivers Merge pull request #96258 from SaracenOne/win32_rename_fix 2024-08-29 10:36:53 +02:00
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main Merge pull request #96197 from jsjtxietian/splash-msg 2024-08-29 10:36:38 +02:00
misc [RegEx] Add show_error parameter to control error printing on compilation fail 2024-08-28 15:35:42 +03:00
modules Detect the ISA extension when building Embree and adjust its build configuration to match 2024-08-29 15:34:32 +01:00
platform Merge pull request #96254 from raulsntos/android/keyStore.isEmpty() 2024-08-29 10:36:49 +02:00
scene Merge pull request #96245 from markdibarry/prevent-autoscroll-reset 2024-08-29 10:36:42 +02:00
servers Merge pull request #92316 from alula/msvc-clang 2024-08-29 10:36:17 +02:00
tests [Tree] Fix error when removing child from `Tree` 2024-08-28 12:40:26 +02:00
thirdparty Add Embree source files needed for AVX builds 2024-08-29 15:34:19 +01:00
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.clang-tidy CI: Add pre-commit hook for `clang-tidy` 2024-06-17 11:27:18 -05:00
.editorconfig CI: Add `svgo` pre-commit hook 2024-06-23 08:14:54 -05:00
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.mailmap Update AUTHORS and DONORS list 2024-08-14 12:55:09 +02:00
.pre-commit-config.yaml Add support to the Android editor for signing and verifying Android apks 2024-08-26 11:38:49 -07:00
AUTHORS.md Update AUTHORS and DONORS list 2024-08-14 12:55:09 +02:00
CHANGELOG.md Add changelog for Godot 4.3 2024-08-15 00:57:57 +02:00
CONTRIBUTING.md Update godot documentation contribution link 2024-07-20 20:51:11 -06:00
COPYRIGHT.txt Update the `GodotHost` interface to support signing and verifying Android apks 2024-08-26 11:16:38 -07:00
DONORS.md Update AUTHORS and DONORS list 2024-08-14 12:55:09 +02:00
LICENSE.txt
LOGO_LICENSE.txt
README.md
SConstruct Add support for compiling with VS clang-cl toolset 2024-08-28 13:30:44 -05:00
gles3_builders.py SCons: Add method to generate raw cstrings 2024-07-31 14:22:04 -05:00
glsl_builders.py SCons: Add method to generate raw cstrings 2024-07-31 14:22:04 -05:00
godot.manifest [Windows] Always use absolute UNC paths and long path aware APIs, add "long path aware" flag to the application manifest. 2024-08-28 11:15:57 +03:00
icon.png
icon.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
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icon_outlined.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
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logo.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
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logo_outlined.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
methods.py Add support for compiling with VS clang-cl toolset 2024-08-28 13:30:44 -05:00
platform_methods.py Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
pyproject.toml CI: Migrate codespell logic to `pyproject.toml` 2024-06-03 10:19:58 -05:00
scu_builders.py Update pre-commit hooks configuration to use `ruff` instead of `black` 2024-05-21 18:02:29 -05:00
version.py Bump version to 4.4-dev 2024-08-15 11:39:34 +02:00

README.md

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 Godot Foundation 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 Godot website.

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. This document also includes guidelines for reporting bugs.

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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