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reduz a9c943bef9 Implement Range Iterators
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):

```C++
//Vector<String>
for(const String& I: vector) {

}
//List<String>
for(const String& I: list) {

}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
	print_line("key: "+I.key+" value: "+itos(I.value));

}

//if intending to write the elements, reference can be used

//Map<String,int>
for(KeyValue<String,int>& I: map) {
	I.value = 25;
	//this will fail because key is always const
	//I.key = "hello"
}

```

The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
2021-07-08 23:27:27 -03:00
.github Add "Keep screen on" feature to DisplayServerX11 2021-06-20 21:57:33 +02:00
core Implement Range Iterators 2021-07-08 23:27:27 -03:00
doc Merge pull request #50208 from kleonc/accept_dialog-remove_button 2021-07-07 09:12:03 +02:00
drivers Fix threaded update for textures 2021-07-07 18:06:06 -03:00
editor Implement Range Iterators 2021-07-08 23:27:27 -03:00
main Fix Render Info 2021-07-03 10:15:04 -03:00
misc Add LSApplicationCategoryType to the template and export dialog. 2021-06-14 14:28:34 +03:00
modules Merge pull request #50162 from Calinou/inspector-hint-allow-ormmaterial3d 2021-07-06 22:56:06 +02:00
platform [HTML5] Fix JavaScript string parsing with new interface. 2021-07-07 15:44:29 +02:00
scene Merge pull request #50261 from Razoric480/cache-color-picker-presets 2021-07-07 23:31:24 +02:00
servers Fix threaded update for textures 2021-07-07 18:06:06 -03:00
tests Add test to check for :: in enum/constant bindings 2021-07-06 11:10:42 -03:00
thirdparty Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
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version.py

Godot Engine

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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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