Go to file
Rémi Verschelde 26e9145c26 SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
.github Further cleanup of VisualScript references 2022-09-19 21:37:26 +02:00
core SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
doc Merge pull request #65817 from bruvzg/typed_array 2022-09-23 10:24:46 +02:00
drivers SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
editor Merge pull request #66254 from bruvzg/macos_title 2022-09-23 09:44:37 +02:00
main Merge pull request #65816 from bruvzg/proj_settings_missing_flags 2022-09-21 18:56:31 +02:00
misc SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
modules SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
platform SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
scene Merge pull request #65158 from nongvantinh/fixed-infinite-loop 2022-09-23 09:45:34 +02:00
servers Merge pull request #65817 from bruvzg/typed_array 2022-09-23 10:24:46 +02:00
tests Test, refactor and fix a bug in Basis.get_axis_angle 2022-09-14 12:05:22 +02:00
thirdparty Merge pull request #66004 from bruvzg/hb52 2022-09-18 00:43:49 +02:00
.clang-format
.clang-tidy
.editorconfig
.git-blame-ignore-revs
.gitattributes
.gitignore Add ability to extend the set of Git pre-commit hooks 2022-08-30 13:34:10 +02:00
.lgtm.yml
.mailmap
AUTHORS.md
CHANGELOG.md Implement Physical Light Units as an optional setting. 2022-08-31 12:14:46 -07:00
CONTRIBUTING.md Unify bits, arch, and android_arch into env["arch"] 2022-08-25 11:19:20 +02:00
COPYRIGHT.txt
DONORS.md
gles3_builders.py
glsl_builders.py
icon_outlined.png
icon_outlined.svg
icon.png
icon.svg
LICENSE.txt
LOGO_LICENSE.md
logo_outlined.png
logo_outlined.svg
logo.png
logo.svg
methods.py SCons: Add methods.get_version_info() method returning a Dict 2022-09-14 11:32:51 +02:00
platform_methods.py Unify bits, arch, and android_arch into env["arch"] 2022-08-25 11:19:20 +02:00
README.md [Web] Rename JavaScript platform to Web. 2022-08-29 11:52:00 +02:00
SConstruct SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines 2022-09-23 15:21:26 +02:00
version.py Bump version to 4.0-beta \o/ 2022-09-15 01:47:27 +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 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 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 the Godot Engine editor

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.

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.

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.

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.

Code Triagers Badge Translate on Weblate Total alerts on LGTM TODOs