Godot Engine – Multi-platform 2D and 3D game engine
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Updated
Sep 14, 2021 - C++
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Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games for major desktop platforms (Linux, macOS, Windows) as well as mobile (Android, iOS), and web-based (HTML5) platforms.
Godot Engine – Multi-platform 2D and 3D game engine
A curated list of free/libre plugins, scripts and add-ons for Godot
A free & open-source 2D sprite editor, made with the Godot Engine! Available on Windows, Linux, macOS and the Web!
Dozens of free and open source demos for the Godot game engine
we have the loading screens so we have some art (and can add more) to the game. I thought it would be a nice extra (under the extras menu) to have an art gallery viewer there. This would be pretty separate from the other code so this would be an easy thing for someone wanting to get into the project to do.
Some features for it off the top of my head:
Learn to create turn-based combat with this Open Source RPG demo
Steam API for the Godot game engine
Godot Unit Test. Unit testing tool for Godot Game Engine.
A-RPG demo made with Godot, MIT-licensed, from our Godot course
Godot Node Extensions - Basic Node Extensions for Godot Engine
A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D.
Currently it looks like that:
We could use a UI theme there. I'd also rather use styleboxes and piggyback on button and similar nodes than use custom textures.
2d Metroidvania-inspired game for the 2019 GDquest Godot Kickstarter course project.
GBC Zelda-inspired game with online multiplayer. Built with Godot Engine
In-game console for Godot 3.
Collection of nice stuff for Godot
International pitch for the Godot Game Engine, made in Godot, available in 15+ languages
Android AdMob plugin for Godot Game Engine 3.2 or higher
A reactive take on the ECS pattern for .net game developers
Created by Juan Linietsky and Ariel Manzur
Hello, I just wanted to make a small proposal to this wonderful crate. Namely, to improve the ergonomics for when using a custom build of godot.
Problem
The problem is as such, a user wants to use godot-rust with a custom build of godot so they need a custom build of
gdnative-bindingsto usegodot-rust. The current process is nicely documented [here](https://godot-rust.github.io/book/a