Godot Engine – Multi-platform 2D and 3D game engine
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Juan Linietsky 6ba1e4677b -Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap
-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.

Will port this to 3D once well tested. Have fun!
2017-06-23 23:39:52 -03:00
core Remove methods from code completion which are already exposed by properties, makes completion cleaner and more close to the documentation. 2017-06-23 15:10:46 -03:00
doc Merge pull request #8407 from Jylhis/popup_item_select_hide 2017-06-20 00:20:21 +02:00
drivers Small fixes required to get platformer to work. 2017-06-23 14:31:59 -03:00
editor -Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap 2017-06-23 23:39:52 -03:00
main Fix possible crash in joy_axis (fixes #4944). 2017-06-22 11:52:11 -03:00
misc Use new icons everywhere 2017-05-28 20:18:30 +02:00
modules Remove methods from code completion which are already exposed by properties, makes completion cleaner and more close to the documentation. 2017-06-23 15:10:46 -03:00
platform Merge pull request #9312 from BastiaanOlij/osx_export 2017-06-23 23:22:51 -03:00
scene -Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap 2017-06-23 23:39:52 -03:00
servers -Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap 2017-06-23 23:39:52 -03:00
thirdparty glad: Sync with upstream 0.1.14a0 2017-06-14 20:15:37 +02:00
.clang-format Style: Add .clang-format based on LLVM style 2017-02-11 23:48:56 +01:00
.editorconfig Add trim_trailing_whitespace to .editorconfig 2017-05-16 14:04:26 +03:00
.gitattributes Formatting of mm files 2017-04-09 21:22:40 +10:00
.gitignore About: add contributors list 2017-06-01 18:15:15 +07:00
.travis.yml Add ETC1/ETC2 compression support though etc2comp. 2017-05-31 18:59:00 -05:00
AUTHORS.md Add more recent contributors to AUTHORS 2017-06-16 18:16:03 +02:00
CONTRIBUTING.md Formatting CONTRIBUTING.md to 80 colums 2017-05-30 11:28:58 +02:00
COPYRIGHT.txt TinyEXR: Document licensing and copyright 2017-05-27 13:41:18 +02:00
icon.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
icon.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
ISSUE_TEMPLATE.md Issue template: Stop discouraging bug reporting on master 2017-03-24 22:01:59 +01:00
LICENSE.txt Fix license formatting breaking GH detection 2017-05-07 16:53:32 +02:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-07 11:42:37 +02:00
logo.png Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
logo.svg Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
methods.py Fix a few issues compiling windows and using VS2015 and earlier 2017-05-23 21:54:19 +10:00
README.md Use new Godot icon consistently everywhere 2017-05-17 19:53:59 +02:00
SConstruct Rework warning levels 2017-05-27 02:30:27 +02:00
version.py Bump version to 3.0-alpha 2017-01-02 23:02:25 +01:00

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.

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.

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