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PouleyKetchoupp d630269593 Fix contact generation with backface collision disabled
Replaced the previous implementation for backface collision handling (in
test_axis function from SAT algorithm) with much simpler logic in the
collision generation phase with face shapes, in order to get rid of
wrong contacts when backface collision is disabled.

Now it just ignores the generated collision if the contact normal is
against the face normal, with a threshold to keep edge contacts.

Added a special case for soft bodies to invert the collision instead of
ignoring it, because for now it's the best solution to avoid soft bodies
to go through concave shapes (they use small spheres). This might be
replaced with a better algorithm for soft bodies later.
2021-11-17 17:57:02 -07:00
.github Add a minimal template build to CI 2021-11-12 09:30:50 -06:00
core Merge pull request #55042 from nekomatata/fix-segment-intersection 2021-11-17 17:33:56 +01:00
doc Merge pull request #55054 from KoBeWi/marginalized_icon 2021-11-17 13:54:53 +01:00
drivers Merge pull request #54880 from benjarmstrong/wasapi_input_fix 2021-11-16 08:22:09 +01:00
editor Rename built-in SGN() macro to SIGN() 2021-11-16 20:40:49 +01:00
main Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
misc Fix style issue after #54148 2021-11-16 14:27:44 +01:00
modules Fix randfn in visual scripts 2021-11-17 18:52:44 +03:00
platform Fix crash on macOS (AS) when dualshock4 is removed 2021-11-17 15:13:53 +01:00
scene Fix ColorPicker inverted input on color circle 2021-11-17 20:33:17 +03:00
servers Fix contact generation with backface collision disabled 2021-11-17 17:57:02 -07:00
tests Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
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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 (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 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.

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