Godot Engine – Multi-platform 2D and 3D game engine
Go to file
Pedro J. Estébanez 665bf52948 Optimize-out some debug and/or non-tools methods
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:35:55 +02:00
core Fix polar decomposition in 2D. 2017-03-29 12:04:49 -05:00
doc Update classes.xml to master version, add a small feature to doc_status 2017-03-29 22:27:59 +03:00
drivers Fix failing to compile shader on Adreno GPU 2017-04-02 23:16:25 +09:00
editor Merge pull request #8173 from RandomShaper/improve-tile-palette 2017-03-30 10:29:46 +02:00
main Optimize-out some debug and/or non-tools methods 2017-04-07 16:35:55 +02:00
misc Merge pull request #8191 from eska014/webgl2-export 2017-03-29 15:21:52 +02:00
modules SCons: Add option to toggle warnings (on by default) 2017-03-26 21:58:37 +02:00
platform Merge pull request #8180 from sergey-push/8145-Mouse_Position_is_unknown_until_first_mouse_event 2017-03-30 10:34:30 +02:00
scene Optimize-out some debug and/or non-tools methods 2017-04-07 16:35:55 +02:00
servers Fix typos in source code using codespell 2017-03-24 21:45:31 +01:00
thirdparty ENet code cleanup and changes from review. 2017-03-24 02:30:11 +01:00
.clang-format Style: Add .clang-format based on LLVM style 2017-02-11 23:48:56 +01:00
.editorconfig Add .editorconfig 2015-06-22 14:07:26 -03:00
.gitattributes GH linguist: properly detect .inc files as C++ 2016-07-03 15:17:25 +02:00
.gitignore Refactoring: rename tools/editor/ to editor/ 2017-03-05 14:21:25 +01:00
.travis.yml Travis: Run clang-format static check 2017-03-19 15:26:29 +01:00
CONTRIBUTING.md Fix typos in source code using codespell 2017-03-24 21:45:31 +01:00
icon.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
icon.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
ISSUE_TEMPLATE.md Issue template: Stop discouraging bug reporting on master 2017-03-24 22:01:59 +01:00
LICENSE.md Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
LOGO_LICENSE.md logo in svg curves & license 2015-06-08 01:33:46 -03:00
logo.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
logo.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
methods.py Fix typos in source code using codespell 2017-03-24 21:45:31 +01:00
README.md Rewrite the README to be more descriptive 2016-11-03 19:29:31 +01:00
SConstruct SCons: Add option to toggle warnings (on by default) 2017-03-26 21:58:37 +02:00
signal_renames.txt Added a list of signals to rename, this should become a header eventually 2017-01-12 00:54:21 -03:00
version.py Bump version to 3.0-alpha 2017-01-02 23:02:25 +01:00

GODOT

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.

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

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.

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.

Build Status Code Triagers Badge