Godot Engine – Multi-platform 2D and 3D game engine
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Gordon MacPherson ad214c0356 Assimp FBX Import support
Issues fixed:
- Updated assimp to latest and backported fixes into godot.
- Fixed file scale being ignored from FBX file.
- Fixed bone removal
- Implemented proper armature binding
- Fixed recursion not always going through the entire path
- Implemented assimp global scaling system
- Fixed assimp global scale process to support unit conversion
- Implemented proper fbx scaling
- Fixed asserts caused by missing faces in some models which could crash
- Fixed valid bone removal
- Fixed root node being overwriten by assimp which caused data loss
- Fixed armature construction so that it works with multiple roots
- Implemented basic support for FBX standard materials
- Refactoring to improve code quality and improve function reuse.
- Simplified node creation from assimp scene into subsections: create_light, create_mesh, create_bone.
- Creating meshes is now done after hierarchy is created so that the skeleton is always available.
- Added support to assimp to support file scale in all formats which call SetFileScale.
- Many other fixes provided into assimp.

Known issues:
- FBX pivots from Maya do not currently work. (workaround: for now use blender import and export to remove pivot tracks)
- Hierarchy creates an extra node for each mesh - this was done intentionally but we intended to do a pass to remove these as they're a required node.
- When an animated mesh has not executed any animation the rest pose is wrong.

Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2019-09-01 19:08:34 +01:00
.github remove karroffel from CODEOWNERS file 2019-08-23 09:33:25 +02:00
core Add a project description setting 2019-08-28 22:34:29 +02:00
doc doc: Sync classref with current source 2019-08-29 15:33:52 +02:00
drivers Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2 2019-08-29 08:37:12 +02:00
editor i18n: Sync translation template with current source 2019-08-29 15:55:33 +02:00
main Mark the V-Sync project setting to require an editor restart 2019-08-27 23:16:55 +02:00
misc Style: Don't apply clang-format to platform/android/java/src/com 2019-08-27 14:33:41 +02:00
modules Assimp FBX Import support 2019-09-01 19:08:34 +01:00
platform Fix modifier keys causing key-code mismatch on Linux/X11. 2019-08-28 13:27:13 +03:00
scene Merge pull request #30635 from KoBeWi/billbo_3dns 2019-08-29 13:06:37 +02:00
servers Merge pull request #31600 from Chaosus/shader_func_return_fix 2019-08-28 16:39:33 +03:00
thirdparty Assimp FBX Import support 2019-09-01 19:08:34 +01:00
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.editorconfig Include SConstruct in .editorconfig 2019-05-26 18:49:55 +02:00
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.gitignore Travis CI: Test project exporting/script running in the headless editor 2019-08-20 17:35:55 +02:00
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AUTHORS.md Update AUTHORS and DONORS list 2019-08-02 09:43:42 +02:00
CHANGELOG.md Bump version to 3.1-stable \o/ 2019-03-13 17:16:00 +01:00
CONTRIBUTING.md Minor English fix 2019-04-06 18:45:02 -04:00
COPYRIGHT.txt Merge pull request #30515 from akien-mga/tinyexr-a685e33 2019-07-11 13:45:43 +02:00
DONORS.md Update AUTHORS and DONORS list 2019-08-02 09:43:42 +02:00
LICENSE.txt Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
README.md Add Weblate badge to README.md 2019-07-06 00:22:31 -03:00
SConstruct Prevent editor compilation with regex module disabled, which is not supported 2019-08-11 19:07:59 +02:00
compat.py fixed building using scons with python3 2018-05-28 18:41:16 +01:00
gles_builders.py Remove trailing whitespace 2018-11-20 11:15:02 +01:00
icon.png Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2018-06-28 19:17:41 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.png Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2018-06-28 19:17:41 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
methods.py fix getting correct mingw-w64 version 2019-07-26 00:04:16 +03:00
platform_methods.py Fixed short circuiting on non-Windows platforms 2018-07-30 23:55:15 +02:00
version.py Print engine version to stdout when starting Godot 2019-05-28 11:19:21 +02:00

README.md

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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