cff7a69aa0
This change makes test_body_motion more reliable when the kinematic body recovers from being stuck. - When recovery occurs, the rest information is generated, in order to make sure collision results from test_move, move_and_collide and move_and_slide are consistent and return a collision in case of overlap. - The new calculation for recovery vector makes sure the recovery is never more than the overlap depth between shapes. This can help with cases where the kinematic body overlaps with several shapes. Recovery is made iteratively, without forcing a full overlap at each step. This helps with getting proper rest information when recovery occurs. - One Way Collision: When attempting motion, contact direction is checked against motion before skipping in order to solve cases where kinematic bodies can sink into one-way collision shapes. Rest info now sets max contact depth in order to properly handle one-way collision. - Low speed motion is now handled in the rest info, by never setting min_allowed_depth lower than motion length. Separation is always applied with full margin, otherwise contact is lost when low speed motion occurs right after higher speed motion. - Similar changes are applied to 3D in order to make 2D and 3D consistent. |
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.github | ||
core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
servers | ||
tests | ||
thirdparty | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.gitattributes | ||
.gitignore | ||
.lgtm.yml | ||
.mailmap | ||
AUTHORS.md | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
glsl_builders.py | ||
icon.png | ||
icon.svg | ||
LICENSE.txt | ||
LOGO_LICENSE.md | ||
logo.png | ||
logo.svg | ||
methods.py | ||
platform_methods.py | ||
README.md | ||
SConstruct | ||
version.py |
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 in 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 (HTML5) 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.
To get in touch with the engine developers, the best way is to join the #godotengine-devel 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 the Godot editor.
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 information.