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Custom Visual Studio project generation logic that supports any platform that has a msvs.py script, so Visual Studio can be used to run scons for any platform, with the right defines per target. Invoked with `scons vsproj=yes` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included. Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch will have a build configuration generated, because we only know what the right defines/includes/flags/etc are on the active build target currently being processed by scons. Platforms that don't support an editor target will have a dummy editor target that won't do anything on build, but will have the files and configuration for the windows editor target. To generate AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ``` |
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.github | ||
core | ||
doc | ||
drivers | ||
editor | ||
main | ||
misc | ||
modules | ||
platform | ||
scene | ||
servers | ||
tests | ||
thirdparty | ||
.clang-format | ||
.clang-tidy | ||
.editorconfig | ||
.git-blame-ignore-revs | ||
.gitattributes | ||
.gitignore | ||
.mailmap | ||
AUTHORS.md | ||
CHANGELOG.md | ||
CONTRIBUTING.md | ||
COPYRIGHT.txt | ||
DONORS.md | ||
gles3_builders.py | ||
glsl_builders.py | ||
icon_outlined.png | ||
icon_outlined.svg | ||
icon.png | ||
icon.svg | ||
LICENSE.txt | ||
LOGO_LICENSE.txt | ||
logo_outlined.png | ||
logo_outlined.svg | ||
logo.png | ||
logo.svg | ||
methods.py | ||
platform_methods.py | ||
README.md | ||
SConstruct | ||
scu_builders.py | ||
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 with 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 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 Godot Foundation 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 Godot website.
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.
The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
Documentation and demos
The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.
The class reference is also accessible from the Godot editor.
We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.
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.