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Andreas Haas d963fa9a01
More fixes to Joypad renaming.
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^
I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad
mappings.
2017-01-08 23:52:49 +01:00
core Move tests again from core to main 2017-01-08 21:33:37 +01:00
doc Fix codeblock tag in classes.xml for EditorSettings 2017-01-08 12:34:39 +01:00
drivers Windows: Define _WIN32_WINRT to 0x0600 (Vista) 2017-01-08 20:41:26 +01:00
main More fixes to Joypad renaming. 2017-01-08 23:52:49 +01:00
modules PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
platform More fixes to Joypad renaming. 2017-01-08 23:52:49 +01:00
scene PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
servers Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
thirdparty opus: Update to upstream opusfile 0.8 2017-01-08 21:33:37 +01:00
tools PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
.editorconfig
.gitattributes
.gitignore adds gles3 auto generated shader header files 2016-11-30 00:35:04 +01:00
.travis.yml Enabled code that requests an OpenGL 3 context. 2017-01-05 00:05:34 +11:00
CONTRIBUTING.md Add missing commit title in the log example 2016-11-16 13:08:28 +01:00
icon.png
icon.svg
ISSUE_TEMPLATE
LICENSE.md Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
LOGO_LICENSE.md
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logo.svg
methods.py Merge remote-tracking branch 'origin/gles3' into gles3-on-master 2017-01-02 21:52:26 +01:00
prop_renames.txt removed unnecesary modulate funtions, which were superseded by self_modulate 2017-01-08 12:31:14 -03:00
README.md Rewrite the README to be more descriptive 2016-11-03 19:29:31 +01:00
SConstruct Move core engine tests to core/ 2017-01-08 14:08:18 +01:00
version.py Bump version to 3.0-alpha 2017-01-02 23:02:25 +01:00

GODOT

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.

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

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.

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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