Elenco delle funzionalità

Questa pagina ha lo scopo di elencare tutte le funzionalità attualmente supportate da Godot.

Nota

Questa pagina elenca le funzionalità supportate dall'attuale versione stabile di Godot (3.2). Altre funzionalità <https://docs.godotengine.org/en/latest/about/list_of_features.html> __ sono disponibili nell'ultima versione in sviluppo (4.0).

Funzionalità

Piattaforme

Può eseguire sia i progetti in editor che quelli esportati

  • Windows 7 e successivi (64-bit e 32-bit).

  • macOS 10.12 e successivi (64-bit, x86 e ARM).

  • Linux (64-bit e 32-bit, x86 e ARM).

    • I file binari sono collegati in modo statico e possono essere eseguiti su qualsiasi distribuzione se compilati in una distribuzione base sufficientemente vecchia.
    • I file binari ufficiali sono compilati su Ubuntu 14.04.

Esegue progetti esportati:

  • Android 4.4 e successivi.
  • iOS 10.0 e successivi.
  • HTML5 tramite WebAssembly (Firefox, Chrome, Edge, Opera).
  • Consoles.

Godot mira ad essere il più possibile platform-indipendent e può essere portato su diverse piattaforme con relativa semplicità.

Editor

Funzionalità:

  • Editor dell'albero delle scene.

  • Editor script.

  • Supporto per external script editors come Visual Studio Code o Vim.

  • GDScript debugger.

    • Ancora nessun supporto per il debugging nei thread.
  • Strumenti di monitoraggio delle prestazioni.

  • Ricaricamento dello script in tempo reale.

  • Modifica della scena in tempo reale.

    • Le modifiche si rifletteranno nell'editor e verranno mantenute dopo la chiusura del progetto in esecuzione.
  • Inspector remoto.

    • Le modifiche non si rifletteranno nell'editor e non verranno mantenute dopo la chiusura del progetto in esecuzione.
  • Replica della telecamera in tempo reale.

    • Spostare la telecamera dell'editor e vedi il risultato nel progetto in esecuzione.
  • Usa l'editor in svariate lingue fornite dalla community.

Plugins:

  • I plug-in dell'editor possono essere scaricati da: ref: asset library <doc_what_is_assetlib> per estenderne le funzionalità.
  • Crea i tuoi plugin usando GDScript per aggiungere nuove funzionalità o velocizzare il tuo flusso di lavoro.
  • Scarica i progetti dalla libreria di risorse nel project manager e importali direttamente.

Grafica 2D

Due modalità di rendering disponibili:

  • Modalità di Rendering OpenGL ES 3.0 (utilizza OpenGL 3.3 su piattaforme desktop).
    • Grafica di alta qualità. Consigliato su piattaforme desktop.
  • Modalità di Rendering OpenGL ES 2.0 (utilizza OpenGL 2.1 su piattaforme desktop).
    • Consigliato su mobile e piattaforme Web.

Funzionalità:

  • Rendering di Sprite, poligoni e linee .

    • Strumenti di alto livello per disegnare linee e poligoni come Polygon2D e Line2D.
  • AnimatedSprite come supporto per la creazione di sprite animate.

  • Livelli di parallasse.

    • Supporto del Pseudo-3D mediante la duplicazione automatica di un livello più volte.
  • Illuminazione 2D con normal maps.

    • Ombre dure o morbide.
  • Rendering dei caratteri mediante bitmap (BitmapFont) o rasterizzazione tramite FreeType (DynamicFont).

    • I caratteri bitmap possono essere esportati utilizzando strumenti come BMFont.
    • DynamicFont supporta sia font monocromatici che colorati. I formati supportati sono TTF e OTF.
    • DynamicFont supporta i contorni opzionali per i caratteri, con larghezza e colore regolabili.
    • Supporto per il sovracampionamento dei caratteri per mantenerli nitidi a risoluzioni più elevate.
  • Particelle calcolate tramite GPU con supporto per shader di particelle personalizzati.

  • Particelle generate dalla CPU.

Strumenti 2D

  • Camera 2D con movimento fluido integrato e margini di scorrimento.

  • Nodo Path2D per rappresentare un percorso nello spazio 2D.

    • Può essere disegnato nell'editor o generato proceduralmente.
    • Nodo PathFollow2D per fare in modo che i nodi seguano un Path2D.
  • Classe di supporto per la geometria 2D.

  • Nodo Line2D per disegnare linee 2D con texture.

Fisica 2D

Corpi fisici:

  • Corpi statici.
  • Corpi rigidi.
  • Corpi cinematici.
  • Giunti.
  • Aree per rilevare i corpi che entrano o escono.

** Rilevamento delle collisioni: **

  • Forme già integrate: linea, scatola, cerchio, capsula.
  • Poligoni di collisione (possono essere disegnati manualmente o generati da uno sprite nell'editor).

Grafica 3D

Due modalità di rendering disponibili:

  • Modalità di Rendering OpenGL ES 3.0 (utilizza OpenGL 3.3 su piattaforme desktop).
    • Grafica di alta qualità. Consigliato su piattaforme desktop.
    • Rendering HDR con sRGB.
  • Modalità di Rendering OpenGL ES 2.0 (utilizza OpenGL 2.1 su piattaforme desktop).
    • Consigliato su mobile e piattaforme Web.
    • Rendering LDR per una maggiore compatibilità.
    • Non tutte le funzionalità sono disponibili. Quelle disponibili solo quando si utilizza il renderer OpenGL ES 3.0 sono contrassegnate con * GLES3 * di seguito.

Telecamera:

  • Telecamere prospettiche, ortografiche e troncoconiche.

Rendering basato sulla fisica:

  • Segue il modello Disney PBR.
  • Utilizza il flusso di lavoro roughness-metallic con supporto per le texture ORM.
  • Normal mapping.
  • GLES3: Parallax/relief mapping with automatic level of detail based on distance.
  • GLES3: Sub-surface scattering and transmittance.
  • GLES3: Proximity fade (soft particles).
  • Distance fade which can use alpha blending or dithering to avoid going through the transparent pipeline.
  • Dithering can be determined on a per-pixel or per-object basis.

Illuminazione in tempo reale:

  • Luci direzionali (sole/luna). Fino a 4 per scena.
  • Luci omnidirezionali.
  • Faretti con angolo del cono e attenuazione regolabili.

Shadow mapping:

  • DirectionalLight: Orthogonal (fastest), PSSM 2-split and 4-split. Supports blending between splits.
  • OmniLight: Dual paraboloid (fast) or cubemap (slower but more accurate). Supports colored projector textures in the form of panoramas.
  • SpotLight: Single texture.

Illuminazione globale con illuminazione indiretta:

  • Baked lightmaps (fast, but can't be updated at run-time).

    • Lightmaps are baked on the CPU.
  • GLES3: GI probes (slower, semi-real-time). Supports reflections.

Riflessi:

  • GLES3: Voxel-based reflections (when using GI probes).
  • Fast baked reflections or slow real-time reflections using ReflectionProbe. Parallax correction can optionally be enabled.
  • GLES3: Screen-space reflections.
  • Reflection techniques can be mixed together for greater accuracy.

Cielo:

  • Panorama sky (using an HDRI).
  • Cielo procedurale.

Nebbia:

  • Depth fog with an adjustable attenuation curve.
  • Height fog (floor or ceiling) with adjustable attenuation.
  • Support for automatic depth fog color depending on the camera direction (to match the sun color).
  • Optional transmittance to make lights more visible in the fog.

Particles:

  • GLES3: GPU-based particles with support for custom particle shaders.
  • Particelle generate dalla CPU.

Post-processing:

  • Tonemapping (Linear, Reinhard, Filmic, ACES).
  • GLES3: Automatic exposure adjustments based on viewport brightness.
  • GLES3: Near and far depth of field.
  • GLES3: Screen-space ambient occlusion.
  • Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace.
  • Color correction using an one-dimensional ramp.
  • Brightness, contrast and saturation adjustments.

Texture filtering:

  • Nearest, bilinear, trilinear or anisotropic filtering.

Texture compression:

  • GLES3: BPTC for high-quality compression (not supported on macOS).
  • GLES3: ETC2 (not supported on macOS).
  • ETC1 (recommended when using the GLES2 renderer).
  • GLES3: S3TC (not supported on mobile/Web platforms).

Anti-aliasing:

  • Multi-sample antialiasing (MSAA).

Most of these effects can be adjusted for better performance or to further improve quality. This can be helpful when using Godot for offline rendering.

3D tools

  • Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad.

  • Tools for procedural geometry generation.

  • Constructive solid geometry (intended for prototyping).

  • Path3D node to represent a path in 3D space.

    • Può essere disegnato nell'editor o generato proceduralmente.
    • PathFollow3D node to make nodes follow a Path3D.
  • 3D geometry helper class.

3D physics

Corpi fisici:

  • Corpi statici.
  • Corpi rigidi.
  • Corpi cinematici.
  • Vehicle bodies (intended for arcade physics, not simulation).
  • Giunti.
  • Soft bodies.
  • Ragdolls.
  • Aree per rilevare i corpi che entrano o escono.

** Rilevamento delle collisioni: **

  • Built-in shapes: cuboid, sphere, capsule, cylinder (only with Bullet physics).
  • Generate triangle collision shapes for any mesh from the editor.
  • Generate one or several convex collision shapes for any mesh from the editor.

Shaders

  • 2D: Custom vertex, fragment, and light shaders.

  • 3D: Custom vertex, fragment, light, and sky shaders.

  • Text-based shaders using a shader language inspired by GLSL <doc_shading_language>.

  • Visual shader editor.

    • Support for visual shader plugins.

Scripting

General:

  • Object-oriented design pattern with scripts extending nodes.
  • Signals and groups for communicating between scripts.
  • Support for cross-language scripting.
  • Many 2D and 3D linear algebra data types such as vectors and transforms.

GDScript:

C#:

  • Packaged in a separate binary to keep file sizes and dependencies down.

  • Uses Mono 6.x.

    • Full support for the C# 7.0 syntax and features.
  • Supporta tutte le piattaforme.

  • Using an external editor is recommended to benefit from IDE functionality.

VisualScript:

GDNative (C, C++, Rust, D, ...):

  • When you need it, link to native libraries for higher performance and third-party integrations.

    • For scripting game logic, GDScript or C# are recommended if their performance is suitable.
  • Official bindings for C and C++.

    • Use any build system and language features you wish.
  • Maintained D, Kotlin, Python, Nim, and Rust bindings provided by the community.

Audio

Funzionalità:

  • Mono, stereo, 5.1 and 7.1 output.

  • Non-positional and positional playback in 2D and 3D.

    • Optional Doppler effect in 2D and 3D.
  • Support for re-routable audio buses and effects with dozens of effects included.

  • Listener3D node to listen from a position different than the camera in 3D.

  • Audio input to record microphones.

  • MIDI input.

    • No support for MIDI output yet.

APIs used:

  • Windows: WASAPI.
  • macOS: CoreAudio.
  • Linux: PulseAudio or ALSA.

Importare

Formats:

  • Images: See Importare immagini.

  • Audio:

    • WAV with optional IMA-ADPCM compression.
    • Ogg Vorbis.
  • Scene 3D:

    • glTF 2.0 (consigliato).
    • ESCN (direct export from Blender).
    • FBX (experimental).
    • Collada (.dae).
    • Wavefront OBJ (static scenes only, can be loaded directly as a mesh).

Ingresso

  • Input mapping system using hardcoded input events or remappable input actions.

    • Axis values can be mapped to two different actions with a configurable deadzone.
    • Use the same code to support both keyboards and gamepads.
  • Keyboard input.

    • Keys can be mapped in "physical" mode to be independent of the keyboard layout.
  • Mouse input.

    • The mouse cursor can be visible, hidden, captured or confined within the window.
    • When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings.
  • Gamepad input (up to 8 simulatenous controllers).

  • Pen/tablet input with pressure support.

Networking

  • Low-level TCP networking using StreamPeer and TCP_Server.

  • Low-level UDP networking using PacketPeer and UDPServer.

  • Low-level HTTP requests using HTTPClient.

  • High-level HTTP requests using HTTPRequest.

    • Supports HTTPS out of the box using bundled certificates.
  • High-level multiplayer API using UDP and ENet.

    • Automatic replication using remote procedure calls (RPCs).
    • Supports unreliable, reliable and ordered transfers.
  • WebSocket client and server, available on all platforms.

  • WebRTC client and server, available on all platforms.

  • Support for UPnP to sidestep the requirement to forward ports when hosting a server behind a NAT.

Internazionalizzazione

  • Full support for Unicode including emoji.
  • Store localization strings using CSV or gettext.
  • Use localized strings in your project automatically in GUI elements or by using the tr() function.
  • Support for right-to-left typesetting and text shaping planned in Godot 4.0.

Windowing and OS integration

  • Move, resize, minimize, and maximize the window spawned by the project.

  • Change the window title and icon.

  • Request attention (will cause the title bar to blink on most platforms).

  • Fullscreen mode.

    • Doesn't use exclusive fullscreen, so the screen resolution can't be changed this way. Use a Viewport with a different resolution instead.
  • Borderless window (fullscreen or non-fullscreen).

  • Ability to keep the window always on top.

  • Transparent window with per-pixel transparency.

  • Global menu integration on macOS.

  • Execute commands in a blocking or non-blocking manner.

  • Open file paths and URLs using default or custom protocol handlers (if registered on the system).

  • Parse custom command line arguments.

Mobile

  • 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 text formatted using BBCode.
  • 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.

  • 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 StyleBoxFlat.

    • Supports rounded/beveled corners, drop shadows and per-border widths.
  • Texture-based theming using StyleBoxTexture.

Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt.

Animazione

  • 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 text-based 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 File.

    • Can optionally be compressed or encrypted.
  • Read and write JSON files.

  • Read and write INI-style configuration files using ConfigFile.

    • Can (de)serialize any Godot datatype, including Vector, Color, ...
  • Read XML files using 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.

  • Export additional PCK files that can be read by the engine to support mods and DLCs.

Varie

  • Low-level access to 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 are available for Bash, zsh and fish.
  • Support for C++ modules statically linked into the engine binary.

  • Engine and editor written in C++03.

    • Can be compiled 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.

Vedi anche

La ` tabella di marcia <https://github.com/godotengine/godot-roadmap>`__ repository di documenti delle caratteristiche che sono state concordate e che potrebbero essere implementate nelle future versioni di Godot.