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── 98857 repos indexed ── | filtered by tag: #gdscript
godotengine/godot ★ 118062 26921 APPLICATION

This is the Godot Engine, a fully-featured, cross-platform 2D and 3D game engine. The repository contains the complete source code for the engine runtime, the built-in editor, and all supporting modules (rendering, physics, audio, networking, scripting, etc.). The architecture is a monolithic C++ core with a modular plugin system, supporting multiple rendering backends (Vulkan, D3D12, Metal, OpenGL), physics engines (Jolt, GodotPhysics), and scripting languages (GDScript, C# via Mono). The editor is a full-featured IDE built on the engine itself, with scene editors, debugger, asset pipeline, and export system. The codebase is exceptionally well-structured, with clear separation of concerns between core, servers, scene, and platform layers. It demonstrates world-class engineering in real-time graphics, physics simulation, audio processing, and cross-platform abstraction. While the code is tightly coupled to the Godot framework, many individual components (math libraries, spatial data structures, serialization utilities) exhibit high craftsmanship and could be extracted with moderate effort.

RATING: 9.6/10 MAINT: active DRIFT: low
▸ 5 reusable components found
nathanhoad/godot_puzzle_dependencies ★ 203 10 APPLICATION

This repository is a Godot 4 editor plugin designed for creating puzzle dependency charts (graphs) used in adventure game design. It provides a user-friendly interface within the Godot editor to create and manage boards (graphs) containing nodes (things) that can be customized with text, types (which determine color), and connections to represent dependencies. The plugin features include node creation, editing, resizing, dragging, connecting, and deletion, all integrated with Godot's undo/redo system. Users can switch between multiple boards, edit board labels, and export the current board to Graphviz format. The plugin follows a modular scene-based architecture, with separate scenes for the main view, board, individual nodes, and various dialogs (settings, export, etc.). It leverages Godot's built-in tools and APIs, such as the GraphEdit node for the graph interface and the EditorPlugin system for integration into the editor. The code demonstrates good engineering practices through proper use of the undo/redo system for user actions, encapsulation of settings and utility functions, and a clear separation of concerns between UI logic and data management. Notable reusable components include a utility for generating color textures (`utilities/icons.gd`) and a settings management wrapper (`utilities/settings.gd`) that simplifies the handling of plugin-specific data in Godot's ProjectSettings. The plugin is actively maintained, with recent commits indicating ongoing support, and shows minimal technical debt by adhering to current Godot 4.x conventions and APIs.

RATING: 8.8/10 MAINT: active DRIFT: low
▸ 2 reusable components found
Orama-Interactive/Pixelorama ★ 10518 558 APPLICATION

Pixelorama is a full-featured open-source pixel art editor built with the Godot Engine (GDScript). It provides a professional-grade environment for creating pixel art, sprites, tiles, and animations. The application includes a rich set of drawing tools (pencil, line, curve, shape tools, bucket, gradient, shading), selection tools (rectangle, ellipse, lasso, magic wand, color select), and a comprehensive layer system supporting pixel, group, tilemap, 3D, and audio layers. Animation is handled through a timeline with keyframe interpolation, onion skinning, and frame tags. The editor supports a variety of import and export formats including Aseprite, Krita, Photoshop, Piskel, PNG, GIF, APNG, MP4 (via FFmpeg), and its own .pxo project format. It features a dockable UI, customizable shortcuts, extension support, shader-based non-destructive layer effects, and a built-in noise generator and gradient editor. The codebase demonstrates a well-structured tool inheritance hierarchy, a robust undo/redo system, and several reusable custom UI widgets and addons.

RATING: 8.7/10 MAINT: active DRIFT: low
▸ 5 reusable components found
JetBrains/godot-support ★ 506 42 APPLICATION

This repository is the JetBrains Godot Support plugin, a multi-language IDE extension for IntelliJ IDEA and Rider that provides comprehensive GDScript language intelligence, scene editing, debugging, and project integration for the Godot game engine. It consists of several modules: a Kotlin-based GDScript language plugin with custom lexer/parser, PSI, annotations, inspections, refactoring, formatting, code completion, and LSP client; a C# debugger worker that allows inspecting Godot scenes during debugging with optimized bulk-fetch strategies; a C++ native addon (GDExtension) for bidirectional communication between the IDE and Godot editor; a PHP toolchain to generate SDK metadata from Godot's official XML documentation; and .NET ReSharper components for C# Godot project support. The plugin uses JetBrains' PolySymbols framework for unified symbol resolution and has an extensive test suite covering parsing, type inference, inspections, and debugger integration. While deeply integrated with JetBrains platform APIs and generated code, the debugger worker's child-chunking algorithm and SDK fingerprinting utility are well-crafted, self-contained components that could be reused in other contexts. The codebase is actively maintained with regular commits, but relies on several internal/experimental APIs and snapshot dependencies, posing moderate technical drift risk.

RATING: 8.1/10 MAINT: active DRIFT: medium
▸ 2 reusable components found
Coding-Solo/godot-mcp ★ 5517 466 APPLICATION

This is a Model Context Protocol (MCP) server that enables AI agents to interact with the Godot game engine. It provides tools to launch the Godot editor, run projects in debug mode, capture console output, manage scenes, add nodes, load sprites, export mesh libraries, and handle UID references for Godot 4.4+. The server is a single TypeScript process that communicates via stdio, spawning Godot processes for complex operations and using a bundled GDScript for scene manipulation. It includes path traversal protection, class name validation to prevent arbitrary script instantiation, and flexible parameter naming (supports both camelCase and snake_case). The project is well-structured, with clear error handling and debug logging, making it suitable for integration with AI coding assistants like Claude, Cline, and Cursor.

RATING: 7.6/10 MAINT: active DRIFT: low
▸ 3 reusable components found
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