Godot's design philosophy¶
Every game engine is different and fits different needs. Not only do they offer a range of features, but the design of each engine is unique. This leads to different workflows and different ways to form your games' structures. This all stems from their respective design philosophies.
如果您正在寻找引擎特性的概述，请观看 探索免费游戏引擎Godot 3 。
首先，Godot可以让您 组合或聚合 场景。就像嵌套的预制件一样：您可以创建
最重要的是，您可以从任何场景 继承 。
A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part of a level… anything you'd like. It works like a class in pure code, except you're free to design it by using the editor, using only the code, or mixing and matching the two.
It's different from prefabs you find in several 3D engines, as you can then inherit from and extend those scenes. You may create a Magician that extends your Character. Modify the Character in the editor and the Magician will update as well. It helps you build your projects so that their structure matches the game's design.
Also note that Godot offers many different types of objects called nodes, each with a specific purpose. Nodes are part of a tree and always inherit from their parents up to the Node class. Although the engine does feature components like collision shapes, they're the exception, not the norm.
我们的目标是提供一个完整的软件包来创建游戏以及持续的用户体验。您仍然可以和外部程序一起工作，只要有一个导入插件做支持。或者您可以自己创建一个，比如 Tiled Map导入器 。
That is also partly why Godot offers its own programming languages GDscript and VisualScript, along with C#. They're designed for the needs of game developers and game designers, and they're tightly integrated in the engine and the editor.
Note that the 3D workspace doesn't feature as many tools as the 2D workspace. You'll need external programs or add-ons to edit terrains, animate complex characters, and so on. Godot provides a complete API to extend the editor's functionality using game code. See The Godot editor is a Godot game below.
Godot offers a fully open source codebase under the MIT license. This means all the technologies that ship with it have to be Free (as in freedom) as well. For the most part, they're developed from the ground up by contributors.
Anyone can plug in proprietary tools for the needs of their projects — they just won't ship with the engine. This may include Google AdMob, or FMOD. Any of these can come as third-party plugins instead.
On the other hand, an open codebase means you can learn from and extend the engine to your heart's content. You can also debug games easily, as Godot will print errors with a stack trace, even if they come from the engine itself.
This does not affect the work you do with Godot in any way: there's no strings attached to the engine or anything you make with it.
Godot is made by its community, for the community, and for all game creators out there. It's the needs of the users and open discussions that drive the core updates. New features from the core developers often focus on what will benefit the most users first.
That said, although a handful of core developers work on it full-time, the project has over 600 contributors at the time of writing. Benevolent programmers work on features they may need themselves, so you'll see improvements in all corners of the engine at the same time in every major release.
The Godot editor runs on the game engine. It uses the engine's own UI system, it can hot-reload code and scenes when you test your projects, or run game code in the editor. This means you can use the same code and scenes for your games, or build plugins and extend the editor.
由于它为编辑器本身提供了动力，因此这导致了可靠且灵活的UI系统。 使用 `` tool`` 关键字，您可以在编辑器中运行任何游戏代码。
RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI tools for its node-based programming system and for the rest of the interface.