Godot Engine – Multi-platform 2D and 3D game engine
Go to file
Rémi Verschelde f1fc6feca4 SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.

Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.

Fixes #25262.

(cherry picked from commit 4b20959d99)
2019-11-08 15:48:19 +01:00
core Fixed EOF flag not resetting on seek back 2019-11-08 15:48:19 +01:00
doc Mention 32-bit integer limit in the PoolIntArray documentation 2019-11-08 15:48:19 +01:00
drivers properly pass SCREEN_PIEXEL_SIZE to canvas light shader 2019-11-08 15:48:19 +01:00
editor Fix Redundant Navigation Polygons 2019-11-08 15:48:19 +01:00
main Sync controller mappings DB with SDL2 community repo 2019-11-08 15:48:18 +01:00
misc Fix HTML5 export after #30864 2019-09-24 09:00:56 +02:00
modules C#: Fix Color.ToHtml() 2019-11-08 15:48:19 +01:00
platform SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build 2019-11-08 15:48:19 +01:00
scene Same method when redrawing as when theme changed 2019-11-08 15:48:19 +01:00
servers Show that identifier found in function names 2019-11-08 15:48:19 +01:00
thirdparty bullet: Backport upstream patch to fix clang 8 build 2019-09-24 11:21:30 +02:00
.appveyor.yml AppVeyor: Skip saving cache on non-master branches 2019-07-03 07:45:24 +02:00
.clang-format clang-format: Set standard for ObjC++ 2019-02-09 12:20:24 +01:00
.editorconfig
.gitattributes
.gitignore Ignore default ccls cache folder and compile commands jso 2019-04-20 23:38:00 +02:00
.mailmap Update AUTHORS and DONORS list 2019-10-07 11:26:52 +02:00
.travis.yml Travis: Make scons cache branch-specific 2019-11-08 13:08:24 +01:00
AUTHORS.md Update AUTHORS and DONORS list 2019-10-07 11:26:52 +02:00
CHANGELOG.md Bump version to 3.1-stable \o/ 2019-03-13 17:16:00 +01:00
CODEOWNERS Drop RtAudio driver on Windows 2019-02-20 13:47:01 +01:00
CONTRIBUTING.md
COPYRIGHT.txt libpng: Update to upstream 1.6.37 2019-06-04 11:03:10 +02:00
DONORS.md Update AUTHORS and DONORS list 2019-10-07 11:26:52 +02:00
ISSUE_TEMPLATE.md
LICENSE.txt
LOGO_LICENSE.md
README.md
SConstruct Fix -Wimplicit-fallthrough warnings from GCC 8 2019-09-24 09:00:45 +02:00
compat.py
gles_builders.py
icon.png
icon.svg
logo.png
logo.svg
methods.py Also disable C and C++ specific warnings in thirdparty code 2019-09-24 09:00:45 +02:00
platform_methods.py
version.py Bump to 3.1.2-devel 2019-04-27 21:36:40 +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.

Travis Build Status AppVeyor Build Status Code Triagers Badge