Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
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Filename Latest commit message Latest commit date
Thaddeus Crews 6220ead4fa
Merge pull request #123082 from allenwp/correct-ios-reference-luminance
Correct hardware reference luminance on iOS.
2026-09-01 17:52:38 -05:00
.github Implement texture mip-level streaming. 2026-08-26 13:28:15 -06:00
core Merge pull request #123047 from Meorge/bugfix/script-return-argument-names 2026-09-01 13:22:32 -05:00
doc Merge pull request #122729 from TokageItLab/skin-scale-retarget 2026-09-01 17:52:36 -05:00
drivers Merge pull request #123063 from stuartcarnie/metal_subpass_dependency 2026-09-01 13:22:36 -05:00
editor Merge pull request #122729 from TokageItLab/skin-scale-retarget 2026-09-01 17:52:36 -05:00
main Merge pull request #122782 from rsanchezsaez/apple/visionos-xr-additional-features 2026-08-27 12:23:03 -05:00
misc Merge pull request #121895 from syntaxerror247/sensor-orientation-enums 2026-08-31 14:47:12 -05:00
modules Merge pull request #123014 from LeaoLuciano/fix/certificate-string 2026-09-01 17:52:37 -05:00
platform Correct hardware reference luminance on iOS. 2026-09-01 16:03:23 -04:00
scene Merge pull request #122729 from TokageItLab/skin-scale-retarget 2026-09-01 17:52:36 -05:00
servers Interpolate pan in AudioEffectPanner to avoid clicks 2026-09-01 13:36:03 -05:00
tests Replace p_* param names with r_* names in script classes 2026-08-31 10:28:06 -07:00
thirdparty metal: fix various issues with Metal rendering; improve presentation 2026-08-28 07:36:33 +10:00
.clang-format Style: Add left qualifier alignment clang-format rule 2026-07-13 23:17:50 +02:00
.clang-tidy Style: Change RequiredParam prefixes from rp_ to p_ 2026-08-11 12:07:02 -05:00
.clangd Style: Add clang-tidy rule readability-identifier-naming 2026-07-13 12:52:03 -05:00
.editorconfig Fix .sln project generation logic for Rider to support all OS and all C++ toolchains 2025-04-08 15:40:05 +02:00
.git-blame-ignore-revs Ignore left qualifier alignment commit 2026-07-13 23:22:08 +02:00
.gitattributes Preserve CRLF line terminators for MSVS project template 2025-05-12 13:24:23 +02:00
.gitignore CI: Replace pre-commit with prek 2026-05-01 13:43:49 -05:00
.mailmap Update AUTHORS and DONORS list 2026-08-17 13:37:45 +02:00
.pre-commit-config.yaml CI: Expand copyright-headers hook to visionOS 2026-07-31 13:18:39 -05:00
AUTHORS.md Update AUTHORS and DONORS list 2026-08-17 13:37:45 +02:00
CHANGELOG.md Add changelog for Godot 4.7 2026-06-17 13:33:00 -05:00
CONTRIBUTING.md Update CONTRIBUTING.md with PR process for bots. 2026-04-21 06:50:20 -04:00
COPYRIGHT.txt metal: fix various issues with Metal rendering; improve presentation 2026-08-28 07:36:33 +10:00
DONORS.md Update AUTHORS and DONORS list 2026-08-17 13:37:45 +02:00
gles3_builders.py Add directional lightmap specular light 2026-08-20 12:04:11 +03:00
glsl_builders.py Fix RD header generation for raytracing shaders. 2026-04-01 20:14:17 +03:00
LICENSE.txt One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
methods.py Merge pull request #110469 from shiena/fix/vswhere 2026-05-19 11:18:33 -05:00
platform_methods.py visionOS: Implement additional Compositor Services features 2026-08-26 17:26:21 -07:00
pyproject.toml Set up macro benchmarking for the Android editor 2026-08-31 08:41:19 -07:00
README.md Style: Migrate root images to misc/logo/ 2026-04-19 14:11:51 -05:00
SConstruct Allow disabling 2D when compiling export templates 2026-08-25 03:33:55 -07:00
scu_builders.py Convert TileMap(Layer) to a module 2026-07-19 15:16:43 +02:00
version.py Bump version to 4.8-dev 2026-06-18 09:48:07 -05:00

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 Godot Foundation not-for-profit.

Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur 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 Godot website.

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. This document also includes guidelines for reporting bugs.

Documentation and demos

The official documentation is hosted on Read the Docs. 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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