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+.. _doc_list_of_features:
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+
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+List of features
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+================
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+
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+This page aims to list all features currently supported by Godot.
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+
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+.. note::
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+
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+ This page lists features supported by the current stable version of
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+ Godot (3.2). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html>`__
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+ are available in the latest development version (4.0).
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+
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+Features
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+--------
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+
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+Platforms
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+^^^^^^^^^
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+
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+**Can run both the editor and exported projects:**
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+
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+- Windows 7 and later (64-bit and 32-bit).
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+- macOS 10.12 and later (64-bit, x86 and ARM).
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+- Linux (64-bit and 32-bit, x86 and ARM).
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+ - Binaries are statically linked and can run on any distribution if compiled
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+ on an old enough base distribution.
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+ - Official binaries are compiled on Ubuntu 14.04.
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+
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+**Runs exported projects:**
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+
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+- Android 4.4 and later.
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+- iOS 10.0 and later.
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+- HTML5 via WebAssembly (Firefox, Chrome, Edge, Opera).
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+- :ref:`Consoles <doc_consoles>`.
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+
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+Godot aims to be as platform-independent as possible and can be ported to new
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+platforms with relative ease.
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+
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+Editor
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+^^^^^^
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+
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+**Features:**
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+
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+- Scene tree editor.
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+- Script editor.
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+- Support for :ref:`external script editors <doc_external_editor>` such as
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+ Visual Studio Code or Vim.
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+- GDScript :ref:`debugger <doc_debugger_panel>`.
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+ - No support for debugging in threads yet.
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+- Performance monitoring tools.
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+- Live script reloading.
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+- Live scene editing.
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+ - Changes will reflect in the editor and will be kept after closing the running project.
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+- Remote inspector.
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+ - Changes won't reflect in the editor and won't be kept after closing the running project.
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+- Live camera replication.
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+ - Move the in-editor camera and see the result in the running project.
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+- Use the editor in dozens of languages contributed by the community.
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+
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+**Plugins:**
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+
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+- Editor plugins can be downloaded from the
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+ :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality.
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+- Create your own plugins using GDScript to add new features or speed up your workflow.
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+- Download projects from the asset library in the project manager and import them directly.
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+
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+2D graphics
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+^^^^^^^^^^^
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+
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+**Two renderers available:**
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+
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+- OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
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+ - High-end visuals. Recommended on desktop platforms.
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+- OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
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+ - Recommended on mobile and Web platforms.
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+
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+**Features:**
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+
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+- Sprite, polygon and line rendering.
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+ - High-level tools to draw lines and polygons such as Polygon2D and Line2D.
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+- AnimatedSprite as a helper for creating animated sprites.
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+- Parallax layers.
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+ - Pseudo-3D support by automatically duplicating a layer several times.
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+- 2D lighting with normal maps.
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+ - Hard or soft shadows.
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+- Font rendering using bitmaps (BitmapFont) or rasterization using FreeType (DynamicFont).
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+ - Bitmap fonts can be exported using tools like BMFont.
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+ - DynamicFont supports monochrome fonts as well as colored fonts.
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+ Supported formats are TTF and OTF.
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+ - DynamicFont supports optional font outlines with adjustable width and color.
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+ - Support for font oversampling to keep fonts sharp at higher resolutions.
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+- GPU-based particles with support for custom particle shaders.
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+- CPU-based particles.
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+
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+2D tools
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+^^^^^^^^
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+
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+- 2D camera with built-in smoothing and drag margins.
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+- Path2D node to represent a path in 2D space.
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+ - Can be drawn in the editor or generated procedurally.
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+ - PathFollow2D node to make nodes follow a Path2D.
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+- 2D geometry helper class.
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+- Line2D node to draw textured 2D lines.
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+
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+2D physics
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+^^^^^^^^^^
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+
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+**Physics bodies:**
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+
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+- Static bodies.
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+- Rigid bodies.
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+- Kinematic bodies.
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+- Joints.
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+- Areas to detect bodies entering or leaving it.
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+
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+**Collision detection:**
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+
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+- Built-in shapes: line, box, circle, capsule.
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+- Collision polygons (can be drawn manually or generated from a sprite in the editor).
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+
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+3D graphics
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+^^^^^^^^^^^
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+
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+**Two renderers available:**
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+
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+- OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
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+ - High-end visuals. Recommended on desktop platforms.
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+ - HDR rendering with sRGB.
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+- OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
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+ - Recommended on mobile and Web platforms.
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+ - LDR rendering for greater compatibility.
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+ - Not all features are available. Features available only when using
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+ the OpenGL ES 3.0 renderer are marked *GLES3* below.
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+
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+**Camera:**
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+
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+- Perspective, orthographic and frustum-offset cameras.
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+
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+**Physically-based rendering:**
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+
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+- Follows the Disney PBR model.
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+- Uses a roughness-metallic workflow with support for ORM textures.
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+- Normal mapping.
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+- *GLES3:* Parallax/relief mapping with automatic level of detail based on distance.
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+- *GLES3:* Sub-surface scattering and transmittance.
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+- *GLES3:* Proximity fade (soft particles).
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+- Distance fade which can use alpha blending or dithering to avoid going through
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+ the transparent pipeline.
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+ - Dithering can be determined on a per-pixel or per-object basis.
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+
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+**Real-time lighting:**
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+
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+- Directional lights (sun/moon). Up to 4 per scene.
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+- Omnidirectional lights.
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+- Spot lights with adjustable cone angle and attenuation.
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+
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+**Shadow mapping:**
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+
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+- *DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split.
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+ Supports blending between splits.
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+- *OmniLight:* Dual parabolid (fast) or cubemap (slower but more accurate).
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+ Supports colored projector textures in the form of panoramas.
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+- *SpotLight:* Single texture.
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+
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+**Global illumination with indirect lighting:**
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+
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+- Baked lightmaps (fast, but can't be updated at run-time).
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+ - Lightmaps are baked on the CPU.
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+- *GLES3:* GI probes (slower, semi-real-time). Supports reflections.
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+
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+**Reflections:**
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+
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+- *GLES3:* Voxel-based reflections (when using GI probes).
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+- Fast baked reflections or slow real-time reflections using ReflectionProbe.
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+ Parallax correction can optionally be enabled.
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+- *GLES3:* Screen-space reflections.
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+- Reflection techniques can be mixed together for greater accuracy.
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+
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+**Sky:**
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+
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+- Panorama sky (using an HDRI).
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+- Procedural sky.
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+
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+**Fog:**
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+
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+- Depth fog with an adjustable attenuation curve.
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+- Height fog (floor or ceiling) with adjustable attenuation.
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+- Support for automatic depth fog color depending on the camera direction
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+ (to match the sun color).
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+- Optional transmittance to make lights more visible in the fog.
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+
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+**Particles:**
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+
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+- *GLES3:* GPU-based particles with support for custom particle shaders.
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+- CPU-based particles.
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+
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+**Post-processing:**
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+
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+- Tonemapping (Linear, Reinhard, Filmic, ACES).
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+- *GLES3:* Automatic exposure adjustments based on viewport brightness.
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+- *GLES3:* Near and far depth of field.
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+- *GLES3:* Screen-space ambient occlusion.
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+- Glow/bloom with optional bicubic upscaling and several blend modes available:
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+ Screen, Soft Light, Add, Replace.
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+- Color correction using an one-dimensional ramp.
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+- Brightness, contrast and saturation adjustments.
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+
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+**Texture filtering:**
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+
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+- Nearest, bilinear, trilinear or anisotropic filtering.
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+
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+**Texture compression:**
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+
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+- *GLES3:* BPTC for high-quality compression (not supported on macOS).
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+- *GLES3:* ETC2 (not supported on macOS).
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+- ETC1 (recommended when using the GLES2 renderer).
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+- *GLES3:* S3TC (not supported on mobile/Web platforms).
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+
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+**Anti-aliasing:**
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+
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+- Multi-sample antialiasing (MSAA).
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+
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+Most of these effects can be adjusted for better performance or to further
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+improve quality. This can be helpful when using Godot for offline rendering.
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+
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+3D tools
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+^^^^^^^^
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+
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+- Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad.
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+- Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`.
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+- :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping).
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+- Path3D node to represent a path in 3D space.
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+ - Can be drawn in the editor or generated procedurally.
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+ - PathFollow3D node to make nodes follow a Path3D.
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+- 3D geometry helper class.
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+
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+3D physics
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+^^^^^^^^^^
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+
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+**Physics bodies:**
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+
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+- Static bodies.
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+- Rigid bodies.
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+- Kinematic bodies.
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+- Vehicle bodies (intended for arcade physics, not simulation).
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+- Joints.
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+- Soft bodies.
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+- Ragdolls.
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+- Areas to detect bodies entering or leaving it.
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+
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+**Collision detection:**
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+
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+- Built-in shapes: cuboid, sphere, capsule, cylinder (only with Bullet physics).
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+- Generate triangle collision shapes for any mesh from the editor.
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+- Generate one or several convex collision shapes for any mesh from the editor.
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+
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+Shaders
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+^^^^^^^
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+
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+- *2D:* Custom vertex, fragment, and light shaders.
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+- *3D:* Custom vertex, fragment, light, and sky shaders.
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+- Text-based shaders using a `shader language inspired by GLSL <doc_shading_language>`.
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+- Visual shader editor.
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+ - Support for visual shader plugins.
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+
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+Scripting
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+^^^^^^^^^
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+
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+**General:**
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+
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+- Object-oriented design pattern with scripts extending nodes.
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+- Signals and groups for communicating between scripts.
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+- Support for :ref:`cross-language scripting <doc_cross_language_scripting>`.
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+- Many 2D and 3D linear algebra data types such as vectors and transforms.
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+
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+:ref:`GDScript: <toc-learn-scripting-gdscript>`
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+
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+- :ref:`High-level interpreted language <doc_gdscript>` with
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+ :ref:`optional static typing <doc_gdscript_static_typing>`.
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+- Syntax inspired by Python.
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+- Syntax highlighting is provided on GitHub.
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+- :ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous actions
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+ or make use of multiple processor cores.
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+
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+:ref:`C#: <toc-learn-scripting-gdscript>`
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+
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+- Packaged in a separate binary to keep file sizes and dependencies down.
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+- Uses Mono 6.x.
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+ - Full support for the C# 7.0 syntax and features.
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+- Supports all platforms.
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+- Using an external editor is recommended to benefit from IDE functionality.
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+
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+:ref:`VisualScript: <toc-learn-scripting-visual_script>`
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+
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+- :ref:`Graph-based visual scripting language <doc_what_is_visual_script>`.
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+- Works best when used for specific purposes (such as level-specific logic)
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+ rather than as a language to create entire projects.
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+
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+**GDNative (C, C++, Rust, D, ...):**
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+
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+- When you need it, link to native libraries for higher performance and third-party integrations.
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+ - For scripting game logic, GDScript or C# are recommended if their
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+ performance is suitable.
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+- Official bindings for C and C++.
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+ - Use any build system and language features you wish.
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+- Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community.
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+
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+Audio
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+^^^^^
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+
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+**Features:**
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+
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+- Mono, stereo, 5.1 and 7.1 output.
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+- Non-positional and positional playback in 2D and 3D.
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+ - Optional Doppler effect in 2D and 3D.
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+- Support for re-routable :ref:`audio buses <doc_audio_buses>` and effects.
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+ - Dozens of effects included.
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+- Listener3D node to listen from a position different than the camera in 3D.
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+- Audio input to record microphones.
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+- MIDI input.
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+ - No support for MIDI output yet.
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+
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+**APIs used:**
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+
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+- *Windows:* WASAPI.
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+- *macOS:* CoreAudio.
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+- *Linux:* PulseAudio or ALSA.
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+
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+Import
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+^^^^^^
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+
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+- Support for :ref:`custom import plugins <doc_import_plugins>`.
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+
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+**Formats:**
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+
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+- *Images:* See :ref:`doc_importing_images_supported_formats`.
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+- *Audio:*
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+ - WAV with optional IMA-ADPCM compression.
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+ - Ogg Vorbis.
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+- *3D scenes:*
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+ - glTF 2.0 *(recommended)*.
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+ - `ESCN <https://github.com/godotengine/godot-blender-exporter>`__
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+ (direct export from Blender).
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+ - FBX (experimental).
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+ - Collada (.dae).
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+ - Wavefront OBJ (static scenes only, can be loaded directly as a mesh).
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+
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+Input
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+^^^^^
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+
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+- Input mapping system using hardcoded input events or remappable input actions.
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+ - Axis values can be mapped to two different actions with a configurable deadzone.
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+ - Use the same code to support both keyboards and gamepads.
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+- Keyboard input.
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+- Mouse input.
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+ - The mouse cursor can be visible, hidden, captured or confined within the window.
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+ - When captured, raw input will be used on Windows and Linux to
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+ sidestep the OS' mouse acceleration settings.
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+- Gamepad input (up to 8 simulatenous controllers).
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+- Pen/tablet input with pressure support.
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+
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+Navigation
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+^^^^^^^^^^
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+
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+- A* algorithm in 2D and 3D.
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+- Navigation meshes.
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+ - Support for dynamic obstacle avoidance planned in Godot 4.0.
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+- Generate navigation meshes from the editor.
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+
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+Networking
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+^^^^^^^^^^
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+
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+- Low-level TCP networking using StreamPeer and TCP_Server.
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+- Low-level UDP networking using PacketPeer and UDPServer.
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+- Low-level HTTP requests using HTTPClient.
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+- High-level HTTP requests using HTTPRequest.
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+ - Supports HTTPS out of the box using bundled certificates.
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+- High-level multiplayer API using UDP and ENet.
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+ - Automatic replication using remote procedure calls (RPCs).
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+ - Supports unreliable, reliable and ordered transfers.
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+- WebSocket client and server, available on all platforms.
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+- WebRTC client and server, available on all platforms.
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+- Support for UPnP to sidestep the requirement to forward ports when hosting
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+ a server behind a NAT.
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+
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+Internationalization
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+^^^^^^^^^^^^^^^^^^^^
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+
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+- Full support for Unicode including emoji.
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+- Store localization strings using :ref:`CSV <doc_internationalizing_games>`
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+ or :ref:`gettext <doc_localization_using_gettext>`.
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+- Use localized strings in your project automatically in GUI elements or by
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+ using the ``tr()`` function.
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+- Support for right-to-left typesetting and text shaping planned in Godot 4.0.
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+
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+Windowing and OS integration
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+- Move, resize, minimize, and maximize the window spawned by the project.
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+- Change the window title and icon.
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+- Request attention (will cause the title bar to blink on most platforms).
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+- Fullscreen mode.
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+ - Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way.
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+ Use a Viewport with a different resolution instead.
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+- Borderless window (fullscreen or non-fullscreen).
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+- Ability to keep the window always on top.
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+- Transparent window with per-pixel transparency.
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+- Global menu integration on macOS.
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+- Execute commands in a blocking or non-blocking manner.
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+- Open file paths and URLs using default or custom protocol handlers (if registered on the system).
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+- Parse custom command line arguments.
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+
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+Mobile
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+^^^^^^
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+
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+- In-app purchases on Android and iOS.
|
|
|
+- Support for advertisements using third-party modules.
|
|
|
+
|
|
|
+XR support (AR and VR)
|
|
|
+^^^^^^^^^^^^^^^^^^^^^^
|
|
|
+
|
|
|
+- Support for ARKit on iOS out of the box.
|
|
|
+- Support for the OpenXR and OpenVR APIs.
|
|
|
+- Popular VR headsets like the Oculus Quest and HTC Vive are supported thanks to plugins.
|
|
|
+
|
|
|
+GUI system
|
|
|
+^^^^^^^^^^
|
|
|
+
|
|
|
+Godot's GUI is built using the same Control nodes used to make games in Godot.
|
|
|
+The editor UI can easily be extended in many ways using add-ons.
|
|
|
+
|
|
|
+**Nodes:**
|
|
|
+
|
|
|
+- Buttons.
|
|
|
+- Checkboxes, check buttons, radio buttons.
|
|
|
+- Text entry using LineEdit (single line) and TextEdit (multiple lines).
|
|
|
+- Dropdown menus using PopupMenu and OptionButton.
|
|
|
+- Scrollbars.
|
|
|
+- Labels.
|
|
|
+- RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`.
|
|
|
+- Trees (can also be used to represent tables).
|
|
|
+- Containers (horizontal, vertical, grid, center, margin, draggable splitter, ...).
|
|
|
+- Controls can be rotated and scaled.
|
|
|
+
|
|
|
+**Sizing:**
|
|
|
+
|
|
|
+- Anchors to keep GUI elements in a specific corner, edge or centered.
|
|
|
+- Containers to place GUI elements automatically following certain rules.
|
|
|
+ - :ref:`Stack <class_BoxContainer>` layouts.
|
|
|
+ - :ref:`Grid <class_GridContainer>` layouts.
|
|
|
+ - :ref:`Margin <class_MarginContainer>` and :ref:`centered <class_CenterContainer>`
|
|
|
+ layouts.
|
|
|
+ - :ref:`Draggable splitter <class_SplitContainer>` layouts.
|
|
|
+- Scale to multiple resolutions using the ``2d`` or ``viewport`` stretch modes.
|
|
|
+- Support any aspect ratio using anchors and the ``expand`` stretch aspect.
|
|
|
+
|
|
|
+**Theming:**
|
|
|
+
|
|
|
+- Built-in theme editor.
|
|
|
+ - Generate a theme based on the current editor theme settings.
|
|
|
+- Procedural vector-based theming using :ref:`class_StyleBoxFlat`.
|
|
|
+ - Supports rounded/beveled corners, drop shadows and per-border widths.
|
|
|
+- Texture-based theming using :ref:`class_StyleBoxTexture`.
|
|
|
+
|
|
|
+Godot's small distribution size can make it a suitable alternative to frameworks
|
|
|
+like Electron or Qt.
|
|
|
+
|
|
|
+Animation
|
|
|
+^^^^^^^^^
|
|
|
+
|
|
|
+- Direct kinematics and inverse kinematics.
|
|
|
+- Support for animating any property with customizable interpolation.
|
|
|
+- Support for calling methods in animation tracks.
|
|
|
+- Support for playing sounds in animation tracks.
|
|
|
+- Support for Bézier curves in animation.
|
|
|
+
|
|
|
+Formats
|
|
|
+^^^^^^^
|
|
|
+
|
|
|
+- Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats.
|
|
|
+ - Text-based formats are human-readable and more friendly to version control.
|
|
|
+ - Binary formats are faster to save/load for large scenes/resources.
|
|
|
+- Read and write text or binary files using :ref:`class_File`.
|
|
|
+ - Can optionally be compressed or encrypted.
|
|
|
+- Read and write :ref:`class_JSON` files.
|
|
|
+- Read and write INI-style configuration files using :ref:`class_ConfigFile`.
|
|
|
+ - Can (de)serialize any Godot datatype, including Vector, Color, ...
|
|
|
+- Read XML files using :ref:`class_XMLParser`.
|
|
|
+- Pack game data into a PCK file (custom format optimized for fast seeking),
|
|
|
+ into a ZIP archive, or directly into the executable for single-file distribution.
|
|
|
+- :ref:`Export additional PCK files<doc_exporting_pcks>` that can be read
|
|
|
+ by the engine to support mods and DLCs.
|
|
|
+
|
|
|
+Miscellaneous
|
|
|
+^^^^^^^^^^^^^
|
|
|
+
|
|
|
+- :ref:`Low-level access to servers <doc_using_servers>` which allows bypassing
|
|
|
+ the scene tree's overhead when needed.
|
|
|
+- Command line interface for automation.
|
|
|
+ - Export and deploy projects using continuous integration platforms.
|
|
|
+ - `Completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
|
|
|
+ are available for Bash, zsh and fish.
|
|
|
+- Support for :ref:`C++ modules <doc_custom_modules_in_c++>` statically linked
|
|
|
+ into the engine binary.
|
|
|
+- Engine and editor written in C++03.
|
|
|
+ - Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC,
|
|
|
+ Clang and MSVC. MinGW is also supported.
|
|
|
+ - Friendly towards packagers: in most cases, system libraries can be used
|
|
|
+ instead of the ones provided by Godot. The build system doesn't download anything.
|
|
|
+ Builds can be fully reproducible.
|
|
|
+ - Godot 4.0 will be written in C++17.
|
|
|
+- Licensed under the permissive MIT license.
|
|
|
+ - Open developement process with :ref:`contributions welcome <doc_ways_to_contribute>`.
|
|
|
+
|
|
|
+.. seealso::
|
|
|
+
|
|
|
+ The `roadmap <https://github.com/godotengine/godot-roadmap>`__ repository
|
|
|
+ documents features that have been agreed upon and may be implemented in
|
|
|
+ future Godot releases.
|