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Pedro J. Estébanez 184ef18420 Add optimizing AT_LIGHT_PASS builtin to canvas shaders
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
You can use `if (AT_LIGHT_PASS) , negated or not, and that will be converted to a preprocessed #if when the shader is compiled.
Depending on your game (number of items and lights), this can be a *significant* performance gain, or at least avoids relying on the driver's optimizing abilities.
2017-06-15 02:03:25 +02:00
core Use builtin BC decompression when libsquish not available 2017-05-28 03:45:38 +02:00
doc Avoid overestimating the cost in AStar heuristics. 2017-05-27 00:42:59 +02:00
drivers Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
editor Editor: Make "open 2d/3d/script editor" shortcuts configurable. 2017-05-27 00:42:59 +02:00
main Improve documentation of thirdparty code snippets 2017-05-26 23:53:14 +02:00
misc Release 2.1.3-stable 2017-04-10 23:44:55 +02:00
modules Use libsquish to decompress DXT textures. 2017-05-26 18:56:10 -05:00
platform Merge pull request #8934 from volzhs/get-locale 2017-05-27 11:27:14 +02:00
scene Merge pull request #8952 from GodotExplorer/pr-fix-richtextlabel-warp-CJK 2017-05-27 11:34:31 +02:00
servers Add optimizing AT_LIGHT_PASS builtin to canvas shaders 2017-06-15 02:03:25 +02:00
thirdparty Improve documentation of thirdparty code snippets 2017-05-26 23:53:14 +02:00
.clang-format Style: Add .clang-format based on LLVM style 2017-03-18 23:29:45 +01:00
.editorconfig Add trim_trailing_whitespace to .editorconfig 2017-05-27 00:42:58 +02:00
.gitattributes Spaces to tabs and layout adjustments on .mm files 2017-04-08 09:47:13 +10:00
.gitignore Ignore .vs folder, fix .vscode comment 2017-05-26 18:08:02 +02:00
.travis.yml Travis: Run clang-format static check 2017-03-19 16:14:53 +01:00
AUTHORS.md Add recent contributors to AUTHORS 2017-05-27 00:42:59 +02:00
CONTRIBUTING.md Enhance instructions for contributors 2016-02-12 14:12:04 +01:00
COPYRIGHT.txt Document exhaustive licensing info of all files 2017-05-27 00:19:43 +02:00
icon.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
icon.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
ISSUE_TEMPLATE Issue template: ask for Godot version 2016-05-06 13:31:59 +02:00
LICENSE.txt Fix license formatting breaking GH detection 2017-05-26 23:53:40 +02:00
logo.png Fixed iCCp chunk in pngs 2016-06-22 21:13:29 +02:00
logo.svg Remove grey capsule on official logo 2016-02-28 16:52:45 +01:00
LOGO_LICENSE.md Improve documentation of thirdparty code snippets 2017-05-26 23:53:14 +02:00
methods.py Android: avoiding duplicates in build.gradle 2017-05-26 18:08:59 +02:00
README.md Fix URLs to moved docs pages 2017-05-26 17:36:43 +02:00
SConstruct Rework warning levels 2017-05-27 02:31:05 +02:00
version.py Release 2.1.3-stable 2017-04-10 23:44:55 +02:00

GODOT

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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