Engine core and modules
The following pages are meant to introduce the global organization of Godot Engine’s source code, and give useful tips for extending and fixing the engine on the C++ side.
Getting started with Godot’s source code
This section covers the basics that you will encounter in (almost) every source file.
- Godot’s architecture diagram
- Common engine methods and macros
- Core types
- Variant class
- Object class
- Inheritance class tree
- Internal rendering architecture
- 2D coordinate systems and 2D transforms
Extending Godot by modifying its source code
This section covers what you can do by modifying Godot’s C++ source code.
- Custom modules in C++
- Binding to external libraries
- Custom Godot servers
- Custom resource format loaders
- Custom AudioStreams
- Custom platform ports
- Unit testing
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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