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Rename the .shader file extension to .gdshader
This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
2021-03-24 21:33:44 +01:00
.github [HTML5] Add jsdoc2rst tool. 2021-02-26 11:33:59 +01:00
core Rename the .shader file extension to .gdshader 2021-03-24 21:33:44 +01:00
doc Clarify that get_unix_time() returns seconds 2021-03-24 13:21:32 +01:00
drivers Allow nullptr with zero length in FileAccess get_buffer 2021-03-16 22:55:11 +01:00
editor Rename the .shader file extension to .gdshader 2021-03-24 21:33:44 +01:00
main Fix feature tag casing in the Windows pen tablet project setting name 2021-03-22 14:18:48 +01:00
misc Rename the .shader file extension to .gdshader 2021-03-24 21:33:44 +01:00
modules Always have a name for gltf2 mesh, material and skins. 2021-03-24 00:30:22 -07:00
platform Rename some more global enums (Key, Joy, MIDI) 2021-03-23 07:13:23 -04:00
scene Rename the .shader file extension to .gdshader 2021-03-24 21:33:44 +01:00
servers [Godot Physics]: Correct typo in moment of inertia calculations. 2021-03-22 20:10:11 -07:00
tests Rename ButtonList enum and members to MouseButton 2021-03-23 07:13:23 -04:00
thirdparty [Net] Fix miniupnpc UWP build. 2021-03-24 12:53:43 +01:00
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glsl_builders.py RenderingServer reorganization 2020-12-04 18:39:46 -03:00
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logo.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-11 07:05:54 +01:00
LOGO_LICENSE.md Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0 2020-12-03 14:30:06 +01:00
methods.py SCons: Pass tests configuration to the MSVC solution 2021-03-23 23:29:14 +01:00
platform_methods.py Merge python EnvironmentError, IOError and WindowsError into OSError. 2020-09-02 15:58:07 +01:00
README.md Link to Godot Contributors Chat instead of IRC 2021-03-05 22:32:48 +01:00
SConstruct Merge pull request #44398 from RevoluPowered/unit-tests-for-export-templates 2021-03-23 00:42:29 +01:00
version.py Update copyright statements to 2021 2021-01-01 20:19:21 +01:00

Godot Engine

Godot Engine logo

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.

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 engine developers, the best way is to join the Godot Contributors Chat.

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.

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