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Fabio Alessandrelli cbc772d696 Fix buffers size calculation in PacketPeerStream.
The calculation used to be wrong when exactly at a power of 2.
`nearest_shift` always return the "next" power of 2
`nearest_shift(4) == 3 # 2^3 = 8`.

On the other hand `next_power_of_2` returns the exact value if that
value is a power of 2 (i.e. `next_power_of_2(4) == 4`).

I.e. :
```
WARN_PRINT(itos(next_power_of_2(4)) + " " + itos(1 << nearest_shift(4)));
// WARNING: ... : 4 8
```

Is this by design?
2019-12-22 15:35:44 +01:00
.github
core Fix buffers size calculation in PacketPeerStream. 2019-12-22 15:35:44 +01:00
doc Merge pull request #34400 from alexchond/alexchon 2019-12-22 12:36:42 +01:00
drivers Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff 2019-12-21 23:40:15 +01:00
editor i18n: Sync translations with Weblate + update template 2019-12-22 13:27:02 +01:00
main Merge pull request #34229 from NoFr1ends/fix-home-indicator-ios 2019-12-13 14:00:14 +01:00
misc Remove unused scripts from the misc/scripts directory 2019-12-17 23:22:47 +01:00
modules Merge pull request #34515 from Faless/ws/closing_ws 2019-12-22 12:32:52 +01:00
platform i18n: Sync translations with Weblate + update template 2019-12-22 13:27:02 +01:00
scene i18n: Sync translations with Weblate + update template 2019-12-22 13:27:02 +01:00
servers Fixed an issue with recording audio. 2019-12-12 10:28:46 -05:00
thirdparty Drop b2d_convexdecomp. no longer necessary. 2019-12-13 23:29:52 +01:00
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.mailmap Update AUTHORS and DONORS list 2019-12-13 13:50:33 +01:00
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methods.py SCons: Add 'split_libmodules' option to workaround linker issue 2019-12-11 15:40:28 +01:00
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Godot Engine logo

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.

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 developers, the best way is to join the #godotengine IRC channel on Freenode.

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 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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