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── 99592 repos indexed ── | filtered by tag: godot
godotengine/godot β˜… 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
β–Έ 5 reusable components found
godot-rust/gdext β˜… 5297 322 APPLICATION

This is a Rust language binding for the Godot 4 game engine, implemented as a GDExtension library. The repository provides a comprehensive, safe, and idiomatic Rust API to define Godot classes, methods, signals, properties, and async tasks. It consists of multiple interdependent crates: `godot-bindings` for locating the Godot binary and loading API JSON, `godot-codegen` for generating Rust FFI wrappers and core mappings from Godot's extension API, `godot-core` containing built-in type wrappers (Variant, Vector2/3/4, Color, Basis, etc.), object model (`Gd<T>`, `Base<T>`, `DynGd<T>`), signal system, property registration, and conversions, `godot-ffi` for low-level FFI type definitions and binding storage, `godot-macros` providing procedural macros (`#[derive(GodotClass)]`, `#[godot_api]`, `#[func]`, `#[signal]`, `#[var]`, `#[export]`), and `godot-cell` for safe interior mutability (`GdCell`). The codebase is heavily code-generated, extensively integration-tested inside a real Godot process, and includes benchmarks, hot-reload support, and a complex build pipeline. It is a tightly coupled framework that mimics Godot's object-oriented model in Rust with careful safety and thread-safety considerations. The design shows high craftsmanship in FFI abstraction, type conversion traits, and macro-driven registration, but also carries technical debt due to version-specific conditional compilation and deep dependencies on Godot's runtime layout.

RATING: 9.1/10 MAINT: active DRIFT: medium
β–Έ 4 reusable components found
godotengine/godot-syntax-themes β˜… 497 59 DATA_RESEARCH

This repository is a collection of syntax theme files (.tet) for the Godot 4.x script editor. It provides 37 distinct themes, including popular variants like Dracula, Monokai, Catppuccin, and others, each defining color schemes for syntax highlighting, UI elements, and editor features. The themes are standalone data files that users can install by copying to Godot's theme directory. There is no application logic, data processing, or code executionβ€”the value lies in the curated color definitions. The repository includes basic metadata (README, license, theme previews) and uses pre-commit hooks for code quality (whitespace fixes).

RATING: 8.8/10 REPRO: 8.0/10 MAINT: active DRIFT: low
β–Έ 1 reusable components found
nathanhoad/godot_puzzle_dependencies β˜… 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
β–Έ 2 reusable components found
Orama-Interactive/Pixelorama β˜… 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
β–Έ 5 reusable components found
focus-creative-games/luban β˜… 4560 732 APPLICATION

Luban is a game configuration solution that transforms structured data (Excel, JSON, YAML, Lua, XML, etc.) into strongly-typed code and serialized data for multiple target languages (C#, Java, Go, C++, Rust, Python, TypeScript, Lua, etc.) and data formats (binary, JSON, protobuf, flatbuffers, msgpack, BSON, etc.). It is implemented as a .NET 8 console application with a plugin-based pipeline architecture: schema loading β†’ data loading β†’ validation β†’ code generation β†’ data export. The core engine (Luban.Core) provides extensible interfaces for custom loaders, validators, code targets, and data targets, all discovered via assembly attributes. Code generation uses Scriban templates with language-specific extensions, and data serialization employs a custom compact binary protocol (ByteBuf). The tool is widely used in game development for managing configuration data across engines like Unity, Unreal, Godot, and Cocos.

RATING: 8.6/10 MAINT: active DRIFT: low
β–Έ 4 reusable components found
cashew-olddew/Universal-Transition-Shader β˜… 521 35 APPLICATION

The Universal Transition Shader is a Godot shader that provides a wide variety of transition effects (wipes, fades, masks, shapes, and clock wipes) with extensive customization options. It uses a grid system to allow for complex patterns like staggering, mirroring, and cell-based animations. The shader is self-contained and can be applied to any CanvasItem in Godot, making it a reusable tool for game developers and creators.

RATING: 8.6/10 MAINT: maintained DRIFT: low
β–Έ 1 reusable components found
Cat-Lips/GodotSharp.SourceGenerators β˜… 313 39 APPLICATION

The GodotSharp.SourceGenerators repository provides a set of Roslyn source generators designed to enhance the Godot Engine C# development experience. These generators inspect C# source code for specific attributes (such as `[SceneTree]`, `[AnimNames]`, `[AudioBus]`, etc.) and generate corresponding strongly-typed accessor code, eliminating the need for magic strings and improving compile-time safety. The project supports both Godot 3 and Godot 4 versions, with a clear migration path outlined in the documentation. The architecture follows a modular pattern where each feature (e.g., scene tree access, animation names) is implemented as a separate extension. Each extension consists of an attribute, a data model, a scraper to extract information from the project and source files, a source generator that uses Scriban templates to produce C# code, and the template itself. Shared utilities handle common tasks such as path resolution, string manipulation, and unique ID generation, promoting code reuse and consistency across generators. The repository includes extensive test suites for both Godot 3 and 4, validating the generated code against various scenarios including inheritance, same-name handling, nullable reference types, and edge cases. This ensures the generators remain robust despite Godot's evolving API. The project is actively maintained, with recent commits and a structured approach to handling breaking changes between versions.

RATING: 8.5/10 MAINT: active DRIFT: low
β–Έ 3 reusable components found
godotengine/godot-demo-projects β˜… 9646 2255 APPLICATION

This repository is the official collection of Godot Engine demo projects, maintained by the Godot Foundation. It contains hundreds of self-contained, runnable demo projects that showcase specific engine features across 2D, 3D, audio, GUI, networking, XR, mobile, compute shaders, and editor plugins. Each demo is a standalone Godot project with its own project.godot, scenes, scripts, and assets. The repository serves as both a learning resource for developers and a testbed for engine capabilities. While not a single application, it demonstrates a wide range of game development patterns and engine APIs. Notable highlights include a generic state machine implementation, a 2.5D node system, a virtual joystick for touch input, a custom logger with UI integration, and a JSON-driven dialogue system. The codebase is actively maintained with recent commits, low technical drift, and consistent use of modern Godot 4.x APIs.

RATING: 8.1/10 MAINT: active DRIFT: low
β–Έ 5 reusable components found
JetBrains/godot-support β˜… 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
β–Έ 2 reusable components found
KnifeXRage/Godot-Secure β˜… 642 42 APPLICATION

Godot-Secure is a set of Python scripts that automatically modify the Godot Engine source code to integrate enhanced encryption (AES-256 or Camellia-256) with a unique security token system. The scripts generate random magic headers, a 32-byte security token embedded in the engine binary, and optionally apply advanced key derivation formulas or scramble the GDScript tokenizer buffer to prevent decompilation. The tool is designed to be run once before compiling a custom Godot engine build, making each build cryptographically unique and resistant to generic decryption tools. The codebase demonstrates solid engineering with declarative modification definitions, backup creation, and detailed logging, though it is tightly coupled to the Godot source structure.

RATING: 8.0/10 MAINT: active DRIFT: low
β–Έ 3 reusable components found
qrrk/Catapult β˜… 508 84 APPLICATION

Catapult is a cross-platform desktop launcher and content manager for Cataclysm: Dark Days Ahead (DDA) and related game variants (Bright Nights, Era of Decay, etc.), built with Godot 4.5 and GDScript. It automates game installation from GitHub releases (stable and experimental), manages multiple game versions, installs mods (including the Kenan Modpack), soundpacks, and custom fonts, and provides save backup/restore functionality. The application uses a tabbed UI (Game, Mods, Soundpacks, Fonts, Backups, Settings, Debug) with asynchronous operations via signals for downloads, file extraction, and external command execution. It supports 10 languages via CSV-based translations, dynamic UI scaling (HiDPI), and multiple themes (Godot 4, Solarized, Light, Gray). The architecture relies on autoload singletons (Status, Settings, Paths, FS, Downloader, etc.) and a smart control disabling pattern to prevent user interaction during long-running tasks. The codebase demonstrates solid engineering with reusable patterns like ThemeScaler for dynamic scaling, ThreadedExec for safe external command execution, and DPITexture for resolution-independent SVG icons. However, it has some maintenance risks: hardcoded release URLs, large monolithic theme files, and a Godot version migration path (CONTRIBUTING.md references Godot 3 while CI uses Godot 4.5).

RATING: 7.9/10 MAINT: active DRIFT: medium
β–Έ 3 reusable components found
imjp94/gd-plug β˜… 300 25 APPLICATION

gd-plug is a plugin manager for Godot 4.x, inspired by vim-plug. It provides a command-line interface to install, update, and uninstall Godot plugins (Git repositories) based on declarations in a `plug.gd` configuration file. The tool supports parallel operations, version freezing (by branch, tag, or commit), development vs. production modes, and clean uninstallation. The architecture centers around a single script (`plug.gd`) that extends Godot's SceneTree, processing command-line arguments and managing plugin lifecycle through Git operations and file system manipulations. Key features include dependency tracking via a local configuration file, threaded parallelism for efficient operations, and robust file handling with safety checks to prevent overwriting user files.

RATING: 7.9/10 MAINT: active DRIFT: low
β–Έ 3 reusable components found
InvadingOctopus/comedot β˜… 542 50 APPLICATION

Comedot is a Godot Engine 4.8+ framework for 2D game development that implements an Entity-Component-System architecture. It provides over 120 reusable components for gameplay mechanics including combat, movement, control, abilities, upgrades, inventory, turn-based systems, and UI elements. The framework emphasizes composition over inheritance, allowing developers to mix and match components to create entities for any 2D game genre. It includes template scenes for quick starts, editor plugins for component management, and extensive debugging tools. While actively maintained, the codebase shows signs of ongoing development with numerous experimental features and TODO comments indicating areas for improvement.

RATING: 7.7/10 MAINT: maintained DRIFT: medium
β–Έ 5 reusable components found
Coding-Solo/godot-mcp β˜… 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
β–Έ 3 reusable components found
Brawmario/libsm64-godot β˜… 214 15 APPLICATION

This repository is a Godot 4 addon that integrates the libsm64 library (a reimplementation of Super Mario 64's game engine) into Godot via GDExtension. It provides both a low-level C++ API exposed as a Godot singleton (`LibSM64`) and high-level GDScript nodes (`LibSM64Mario`, `LibSM64StaticSurfaceHandler`, `LibSM64SurfaceObjectsHandler`, `LibSM64AudioStreamPlayer`) for easily adding Mario characters and surface geometry to Godot scenes. The addon handles coordinate system conversion (SM64 to Godot), fixed-rate physics ticking at 30 FPS with interpolation for smooth rendering, and dynamic material switching based on Mario's power-up state. A demo project with multiple playable scenarios (Bob-omb Battlefield, many Marios, flying range) is included, along with a ROM picker dialog for loading the required Super Mario 64 US ROM. The architecture is a classic Godot plugin: a GDExtension shared library (built from C++ source in `extension/`) registers new engine classes and a singleton, while GDScript files in `addons/libsm64_godot/` provide editor integration and higher-level abstractions. The core C++ code wraps all libsm64 functions (global init, Mario creation/tick, surface loading, audio) and exposes them as Godot methods. The GDScript layer adds node lifecycle management, input mapping, interpolation, and surface handling utilities. The demo project in `libsm64_godot_demo/` showcases the addon with custom scenes, a camera rig, HUD, and input configuration. Key external dependencies are the libsm64 C library (included as a Git submodule) and the godot-cpp bindings (also a submodule). The addon requires a specific Super Mario 64 US ROM (SHA-256 verified) to function, as libsm64 uses original game assets. The build system uses SCons and GitHub Actions to compile the GDExtension for Windows, macOS, Linux, and Web platforms. The code is well-structured with clear separation between C++ engine bindings and GDScript gameplay logic, making it a solid reference for integrating complex C libraries into Godot.

RATING: 7.6/10 MAINT: active DRIFT: low
β–Έ 3 reusable components found
fuzzybinary/godot_dart β˜… 204 10 APPLICATION

This repository is a Godot GDExtension that enables using Dart as a scripting language for the Godot game engine. It provides a C++ native plugin that embeds the Dart VM, a Dart runtime library (`godot_dart`) with FFI bindings and type wrappers, and a build runner package (`godot_dart_build`) for generating boilerplate code from `@GodotScript` annotations. A binding generator tool (`tools/binding_generator`) reads Godot's extension API JSON to produce Dart bindings for engine classes and built-in types. The repo includes two example projects: a 2D game tutorial and a networking demo. It is feature-rich but explicitly experimental, with partial support for debugging, hot reload, and editor integration, and acknowledges that performance optimization has not yet been performed. The architecture is a hybrid of C++ native extension and Dart packages with code generation pipelines, making it a complex but well-structured integration layer between the Godot engine and the Dart language.

RATING: 7.3/10 MAINT: active DRIFT: medium
β–Έ 3 reusable components found
0xFA11/MultiplayerNetworkingResources β˜… 8671 539 APPLICATION

This repository is a static website hosted on GitHub Pages that curates resources for multiplayer game networking. It provides a comprehensive list of articles, videos, libraries, and tools related to game netcode, including topics like latency compensation, deterministic simulation, and various networking libraries. The site is built using Jekyll, with the content primarily in the README.md file. The repository also includes a trivial C program that prints a description of the project. While the repository is classified as an application (a static web site), it also functions as a curated data resource. The content is regularly updated, as evidenced by the inclusion of upcoming events (e.g., Bali 2025, Orlando 2025) in the README.md, indicating active maintenance. However, the codebase itself lacks reusable components, consisting mainly of configuration files and trivial code.

RATING: 6.6/10 MAINT: maintained DRIFT: low
godot-sdk-integrations/godot-ios-plugins β˜… 197 79 APPLICATION

This repository provides a set of native iOS plugins for the Godot game engine, enabling integration with Apple platform services such as Push Notifications, ARKit, Camera, Game Center, iCloud Key-Value Store, In-App Purchases, and Photo Picking. Each plugin is a self-contained Godot extension written in C++ and Objective-C, with a .gdip configuration file for building. The codebase is structured to support both Godot 3.x and 4.0 (via conditional compilation), though the ARKit plugin is exclusive to 3.x. The plugins expose singletons to GDScript for straightforward use. The repository includes a SCons-based build system and scripts for generating XCFrameworks. While the code is functionally complete and demonstrates competent bridging between Godot and iOS native APIs, it has seen no commits since July 2021 and targets Godot 4.0, which is now several versions behind the current Godot 4.4 release. This staleness means some API details may have drifted, and the plugins may require adaptation for newer Godot versions. The repository is best viewed as a reference implementation for Godot iOS plugin development rather than a drop-in solution for modern Godot projects.

RATING: 6.1/10 MAINT: stale DRIFT: medium
β–Έ 2 reusable components found
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