Free and open source 2D and 3D game engine for Windows PC

Godot Engine (32-bit)

Godot Engine (32-bit)

  -  67.7 MB  -  Open Source
Godot Engine 32bit is an advanced, feature-packed, multi-platform 2D and 3D open-source game engine for Windows PC! Godot provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.



Godot Engine is completely free and open-source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.

Features and Highlights

An extremely efficient paradigm for designing games
  • Visual editor, full of mature tools.
  • Uncluttered UI, with context-sensitive editors.
  • Amazing scene system, supporting instancing and inheritance.
  • Friendly content creation interfaces for artists, level designers, animators, …
  • Visual shader editing for 2D and 3D.
  • Persistent live editing (changes are not lost after stopping the game). Live to edit on mobile devices!
Create any kind of complex 2D games
  • Fully dedicated 2D engine, no hacks.
  • Work in pixels as your units, but scale to any screen size and ratio.
  • Custom 2D physics engine that works in pixel coordinates.
  • Flexible kinematic controller for collision without physics.
  • Blit 3D models as sprites into 2D.
Create great-looking 3D games
  • Import 3D models from 3DS Max, Maya, Blender, and more with full animation.
  • Skeleton deforms and blend shapes.
  • Several light types, with shadow mapping.
  • Render with HDR, anti-aliasing, and linear color modes.
  • Post-process fog, glow, bloom, color adjustment, …
  • Support for Physically-Based Rendering planned for the end of 2016.
Most flexible animation system for games
  • Animate 2D or 3D. Visual animation editor with the timeline.
  • Frame-based or cut-out animation for sprites and rigs.
  • Any property of any object can be animated, even function calls.
  • Use custom transition curves and tweens.
  • Helpers to animate 2D rigs, with skeletons and IK.
  • Efficient optimizer to pack imported 3D animations.
  • Animation Tree support for fluid character animation.
Add behaviors to objects with a built-in scripting
  • A python-like scripting language, designed to make games with zero hassle.
  • Built-in editor with syntax highlighting, real-time parser, and code completion.
  • Powerful integrated debugger and profilers. It can debug a game running on mobile devices.
  • Integrated class documentation browser.
  • Friendly C++ API to optimize parts of the game or extend any part of the engine.
Deploy games everywhere!
  • Mobile platforms: iOS, Android, BlackBerry OS
  • Desktop platforms: Windows, macOS, Linux, *BSD, Haiku
  • Web Platforms: HTML5 (via Emscripten)
  • One-click deploy & export to most platforms. Easy to create custom builds too.
Requirements
  • Recommended: Vulkan 1.0 compatible hardware
  • Minimal: OpenGL 3.3 / OpenGL ES 3.0 compatible hardware
Additional requirements for the .NET version: .NET SDK

Alternatives

Unreal Engine - High-fidelity graphics, real-time 3D creation.

Unity - Powerful 3D and 2D gaming development software for Windows.

CryEngine - Advanced graphics and real-time rendering tools.

GameMaker Studio - Simple 2D development with drag-and-drop system.

Cocos Creator - Open-source framework focused on mobile games.

Construct 3 - Beginner-friendly drag-and-drop 2D game engine.

RPG Maker: Tailored for creating role-playing games, this software provides specialized tools and a simple interface for RPG development.

PROS
  • Open-Source and Free
  • Node-Based Architecture
  • Cross-Platform Export
  • Lightweight and Fast
  • Active Community Support
CONS
  • Limited 3D Features
  • Smaller Asset Marketplace
  • GDScript Learning Curve
  • Less Industry Adoption
  • Lacks Native Support for VR
Also Available: Godot Engine (64-bit) and Godot Engine for Mac

  • Godot Engine 4.4.1 (32-bit) Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

    Godot Engine 4.4.1 (32-bit) Screenshot 1
  • Godot Engine 4.4.1 (32-bit) Screenshot 2
  • Godot Engine 4.4.1 (32-bit) Screenshot 3

What's new in this version:

2D:
- Fix wrong canvas camera override panning in the runtime debugger

3D:
- Fix RemoteTransform3D to always use global rotation if use_global_coordinates is true
- Unify CSGPolygon3D gizmos with the other geometries

Animation:
- Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D
- Fix missing process_state error in blend spaces
- Fix rest translation space in LookAtModifier3D

Audio:
- Set interactive music streams as meta streams
- Fix AudioEffectPitchShift issues when pitch_scale is set to 1

Buildsystem:
- CI: Use correct godot-cpp branch
- Android: Fix build with disable_3d

C#:
- Use ObjectID when converting Variant to GodotObject
- Skip re-saving .csproj when TFM is unchanged
- Fix missing Vector4(i) and Projection in C# bindings generator

Core:
- PackedScene: Use ObjectID for DeferredNodePathProperties base
- Use single RNG instance for FileAccessEncrypted IV generation
- Fix crash when calling get_argument_count() on Callable with freed object
- Fix Invalid Task ID errors in ResourceLoader
- Fix missing binding for NOTIFICATION_WM_POSITION_CHANGED
- Cherry-picks for the 4.4 branch (future 4.4.1) - 3rd batch

Documentation:
- Update logo/run icon path in platform READMEs
- Fix BBCode tag for NativeMenu class reference
- Add instruction to wrap nested classes in JavaClassWrapper

Editor:
- Fix copying a Node with a signal potentially resulting in an editor crash
- Use FlowContainer for EditorNetworkProfiler bar
- Fix vbox separation in sections with PROPERTY_USAGE_ARRAY
- Make EditorProperty and its child EditorProperty behave like sibling nodes when handling mouse events
- Fix TextEdit scrolls wrong on text selection
- Set editor's translation domain at root node
- Restore "Show in File Manager" button functionality in ProjectManager
- Update UID upgrade tool dialog message
- Update script modified times when saved in EditorNode
- Fix ownership when pasting non root with child nodes in new scene
- Fix debugger's memory leak when project closes itself
- Fix wrong height for top editors in the inspector
- Fix Node dock broken right after opening project
- Create .uid files for detected new files
- Fix editor crash on overrides for non-existent input mappings
- Change root node transform warning to only show up for position
- Fix use after free in the editor inspector section cleanup
- Fix icons with non-ASCII file names in project manager

Export:
- Add "Go Online" button on Export Template Manager
- [iOS export] Restore one-click deploy device enumeration using Xcode
- Use text_overrun for project export errors
- Android: Convert compress_native_libraries to a basic export option

GDExtension:
- Correctly register editor-only OpenXR* classes' api_type

GDScript:
- Fix head class range to include class_name
- Add clearing of static_gdscript_cache to GDScriptCache

GUI:
- Fix changed signal emission in Curve::set_point_offset
- Fix spinbox decimal issues when update_on_text_changed = true
- Fix error when embedded popup is closed while resizing
- Fix Tree keyboard navigation in RTL direction
- Apply fix_alpha_edges for both theme icons and font glyphs
- VideoStreamPlayer: Stop video on exit tree
- LineEdit: Fix caret_force_displayed
- Use Viewport's default texture filter/repeat in GUI tooltips
- Fix SceneTree's rename LineEdit's offset position

Label: Fix min. size calculation counting extra spacing twice
- Fix memory leak caused by hidden tooltip controls
- Sync display/window/size/initial_position_type and Window::WINDOW_INITIAL_POSITION_ enum
- Add missing ETR/TTR markups
- Fix game crashes when adding color preset after clearing presets in another control
- Editor: Set window position when running project in maximized or full-screen mode to ensure it is opened on the correct screen
- Update mouse-entered state when subwindow closes (macOS display server)

I18n:
- Fix some i18n issues in visual shader editor
- ScriptEditor: Disable auto translation of the filename label
- Fix Android build template message translation

Import:
- Fix headless import always emits errors
- BasisUniversal: Ensure ASTC's HDR variant is supported when transcoding
- ResourceLoader: Do not wait for the main thread during initial reimport
- Force multiple of 4 sizes for Betsy compressor
- Fix crash when reimporting nested gltf scenes

Input:
- Fix Android mouse capture issues
- [macOS/iOS] Ensure only one axis change event is produced during single process_joypads() call

Navigation:
- Make NavigationLink3D properly update on visibility change

Particles:
- Fix particle jitter when scene tree is paused
- Fix GPU particles not emitting at some configured rates when scale curve is zero

Physics:
- Fix interpolation in XR
- Fix broken negative scaling when using Jolt Physics
- Fix ConcavePolygonShape3D always enabling backface_collision when using Jolt Physics

Plugin:
- JavaClassWrapper: Improve handling of typed array arguments
- JavaClassWrapper: Fix converting returned arrays to Godot types
- JavaClassWrapper: Fix conversion to/from org.godotengine.godot.Dictionary that regressed
- JavaClassWrapper: Fix mistake in last fix for org.godotengine.godot.Dictionary conversion

Porting:
- Android: Fix editor crash after changing device language
- X11: Fix check for is_maximized to require both horizontal and vertical
- [Linux/BSD] Offload RenderingDevice creation test to subprocess

Windows: Fix get_modified_time on locked files
- Swap Nintendo face buttons on macOS
- Use more efficient sleep approach on Windows when low-processor mode is enabled
- [macOS/iOS] Fix system font family descriptor leak
- macOS: Fix editor loading crash on native menu click

Rendering:
- Add ASTC HDR format variants
- Fix voxelizer normals
- Fix 2D quad primitive missing lighting data in GLES3 renderer
- Fix uninitialized value in Tonemap
- Use separate WorkThreadPool for shader compiler
- Fix incorrect parameters passed to VMA

MetalFX: Change fallback behavior
- Fix GLES3 gaussian_blur mipmap setup
- CPUParticles2D: Fix physics interpolation after entering tree with emitting = false
- Vulkan: Disable layers in editor deemed buggy by RenderDoc
- Renderer: Fix Metal handling of cube textures; assert equal dimensions

Shaders:
- Fix 2D instance params crashing using outside of main()
- Fix "unused varying" incorrect warning in shaders
- 2D: Fix light shader accessing TEXTURE_PIXEL_SIZE

Tests:
- Fix SCRIPT ERROR/ERROR/WARNING on test output

Thirdparty:
- Theora: Fix YUV422/444 to RGB conversion
- Update to latest version of Swappy

XR:
- OpenXR: Fix OpenGL version warning when using GLES
- Correct occlusion culling viewport location calculation when projection uses asymmetric fov