Godot Engine – Multi-platform 2D and 3D game engine
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Gromph c652cb62db
UWP: Keep upstream names for capabilities preset settings to avoid mismatch
The previous code used `camelcase_to_underscore` to prettify the names for
display in the export preset, but it leads to inconsistencies if we don't make
sure to do the reverse operation when writing to the `AppxManifest.xml`.

It's simpler to keep the same names as in the manifest, which is also what
users will see referenced in MS documentation.

Fixes #47900.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit c87e49d7bc)
2021-06-29 13:48:55 +02:00
.github Don't install Android NDK in CI 2021-06-07 22:52:35 +02:00
core Save binary ProjectSettings key length properly 2021-06-17 13:25:11 +02:00
doc Expose collider RID in 2D/3D kinematic collision 2021-06-29 13:48:37 +02:00
drivers FileAccess: Don't err in store_buffer with buffer of size 0 2021-06-07 22:56:01 +02:00
editor ERR_FAIL_NULL check file access 2021-06-17 13:25:29 +02:00
main Tweak the physics FPS property hint to only allow reasonable values 2021-06-17 13:20:04 +02:00
misc Allow clang-format 12 in the pre-commit hook 2021-06-07 22:56:01 +02:00
modules Fixes missing descriptions in search window of visualscript 2021-06-29 13:47:35 +02:00
platform UWP: Keep upstream names for capabilities preset settings to avoid mismatch 2021-06-29 13:48:55 +02:00
scene Expose collider RID in 2D/3D kinematic collision 2021-06-29 13:48:37 +02:00
servers Fix uninitialized members in physics query results 2021-06-07 22:56:01 +02:00
thirdparty Fix STL to Godot type convertion of polypartition 2021-05-22 19:12:22 +02:00
.clang-format clang-format: Add JavaImportGroups for Java code 2020-05-07 13:36:27 +02:00
.editorconfig Use space indentation for all YAML files in .editorconfig 2021-02-22 10:15:50 +01:00
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compat.py SCons: Fix python2 compatibility after #37198 and #37248 2020-06-11 20:15:48 +02:00
CONTRIBUTING.md Link to Godot Contributors Chat instead of IRC 2021-03-07 22:51:06 +01:00
COPYRIGHT.txt Switch to embree-aarch64 2021-05-05 15:11:13 +02:00
DONORS.md Style fix in DONORS.md (trailing space) 2021-06-16 13:50:16 +02:00
gles_builders.py SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
icon.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
icon.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
LICENSE.txt Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
LOGO_LICENSE.md Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0 2020-12-09 11:22:04 +01:00
logo.png Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
logo.svg Remove two very slightly displaced duplicate vertices on Gobot's face 2020-12-29 13:54:08 +01:00
methods.py SCons: Properly handle overriding default values to bool options 2021-02-24 10:20:46 +01:00
platform_methods.py SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
README.md Link to Godot Contributors Chat instead of IRC 2021-03-07 22:51:06 +01:00
SConstruct Correct pre-deprication warning message regarding linuxbsd/x11 platform 2021-04-26 11:50:07 +02:00
version.py Bump version to 3.3.3-rc 2021-05-24 18:25:08 +02:00

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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