added properties update inspector UX improvements and minor optimizations deg_to_rad moved methods move variables performance and cleanup Faster Compare the angles/smooth of faces instead of vertices, skipping for loop. Using a LocalVector instead of Vector, this simplifies the code while making it faster, and I don't think we need COW. all done and working Optimizations and cleanup Clarifying and expanding the description of autosmooth and smoothing_angle properties. Optimizations to skip steps in the loops: Split loops to be able to skip vertices better and replace division with multiplication. Suggestions for future changes. Skip loop if smoothing_angle is lower than 0.1, as a more performant alternative to default smoothing. Do not compare vertices that belong to the same triangle. Remove has_smooth. Use a check at the start of the loop instead. This allows us to skip faces. Perform normalize() at the end of the loop as we don't need the normal of the vertex afterwards, as we use the normal of the face for smoothing. This way we skip normalizing flat faces. If one vertex of a triangle is connected to the current vertex, the other 2 can never physically connect, so we skip them (break;). This isn't as reliable but it could add a slight performance increase. I calculate a decrease of at least 80% of calculations in the for loops compared to the previous code. Co-Authored-By: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> |
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| doc | ||
| drivers | ||
| editor | ||
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| misc | ||
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| platform | ||
| scene | ||
| servers | ||
| tests | ||
| thirdparty | ||
| .clang-format | ||
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| .clangd | ||
| .editorconfig | ||
| .git-blame-ignore-revs | ||
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| .mailmap | ||
| .pre-commit-config.yaml | ||
| AUTHORS.md | ||
| CHANGELOG.md | ||
| CONTRIBUTING.md | ||
| COPYRIGHT.txt | ||
| DONORS.md | ||
| gles3_builders.py | ||
| glsl_builders.py | ||
| icon.png | ||
| icon.svg | ||
| icon_outlined.png | ||
| icon_outlined.svg | ||
| LICENSE.txt | ||
| logo.png | ||
| logo.svg | ||
| LOGO_LICENSE.txt | ||
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| logo_outlined.svg | ||
| methods.py | ||
| platform_methods.py | ||
| pyproject.toml | ||
| README.md | ||
| SConstruct | ||
| scu_builders.py | ||
| version.py | ||
Godot Engine
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.
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.
