If it's not in Godot, let it be in Goost.
# **Goost**: Godot Engine Extension       Goost is a [Godot Engine](https://github.com/godotengine/godot) extension implemented as a [C++ module](https://docs.godotengine.org/en/latest/development/cpp/custom_modules_in_cpp.html). The extension consists of functional components and other modules, most of which should be optional to build. See [Goost official documentation](https://goost.readthedocs.io/en/gd3/) for detailed instructions on how to use the extension and the list of currently implemented components. For a complete list of currently implemented classes, refer to [Goost API](https://goost.readthedocs.io/en/gd3/classes/index.html). We strongly recommend to familiarize yourself with our [development philosophy](https://goost.readthedocs.io/en/latest/development/general_principles.html). ## 🔽 Binary downloads Official binaries for the Godot + Goost editor and the export templates can be found on the [Download](https://goostengine.github.io/download.html) page. ----- ### Goals 🎯 - ***Complement*** the engine by implementing missing or not-yet-implemented functionality as seen useful by the Godot community, helping to prevent further engine bloat to a reasonable extent; - Provide additional core data structures, classes and methods to optimize performance-critical tasks in a general-purpose way for when GDScript or other languages are too slow, or when better integration is desired with existing libraries; - Expose, reuse, and build upon the engine's hidden built-in functionality typically unavailable to scripting; - Overcome engine limitations which may be difficult to do via script, especially when those limitations can be mitigated on the module level without having to maintain a custom version of the engine. ### Non-goals 🌒 - Solving project-specific problems. Consider alternative projects such as [Godot Node Extensions](https://github.com/godot-extended-libraries/godot-next) instead. - Collecting arbitrary community C++ modules for the sake of it. Goost provides a separate project for this purpose in the [goostengine/godot-modules](https://github.com/goostengine/godot-modules) repository, which also includes this extension as a `git` submodule. ----- ### Community channels 🎭 Join [#goost](https://discord.gg/w6jBZnG) Discord channel at the [GEL](https://github.com/godot-extended-libraries) Discord server for discussion and development updates. ----- ## Building 🏗 For testing and debugging purposes, build artifacts are uploaded for Linux, macOS, and Windows builds which can be downloaded manually for each recently built commit: - [🐧 `Linux`: Editor](https://nightly.link/goostengine/goost/workflows/linux_builds/gd3/godot.x11.opt.tools.64.goost.zip) - [🐧 `Linux`: Server Headless + Sanitizers](https://nightly.link/goostengine/goost/workflows/linux_builds/gd3/godot_server.x11.tools.64.goosts.zip) - [🍎 `macOS`: Editor](https://nightly.link/goostengine/goost/workflows/macos_builds/gd3/godot.osx.opt.tools.64.goost.zip) - [🎨 `Windows`: Editor](https://nightly.link/goostengine/goost/workflows/windows_builds/gd3/godot.windows.opt.tools.64.goost.zip) If the links provided by [nightly.link](https://nightly.link/) above don't work, proceed to [GitHub Actions tab](https://github.com/goostengine/goost/actions) (have to be logged in). ### Compiling ```sh git clone https://github.com/goostengine/goost --recurse-submodules cd goost python goost.py config # Optional, pick components to build. scons ``` This will clone the Godot Engine repository and compile the engine with Goost. You'll find the resulting binaries at `godot/bin` directory relative to the Goost repository. For more advanced compilation options, refer to [Goost Installation](https://goost.readthedocs.io/en/gd3/usage/installation.html) documentation pages. ## Development 🧱 See [Contributing](CONTRIBUTING.md) if you are interested in development and to find out what kind of features are accepted. ### Writing and running tests While not mandatory, developers are encouraged to write unit tests (or any tests for that matter) for any existing or new features. See [tests](tests/README.md) for details. After build, run tests with the following command: ``` python run.py tests ``` ### Writing and generating documentation The documentation can be generated for new classes, and updated for existing ones. See the following official documentation pages for further instructions: - [Contribute to the Class Reference](https://docs.godotengine.org/en/latest/community/contributing/updating_the_class_reference.html) - [Writing custom documentation](https://docs.godotengine.org/en/latest/development/cpp/custom_modules_in_cpp.html#writing-custom-documentation) To easily generate new or update existing documentation, run: ``` python run.py doc ``` The `editor` command is also useful for manually checking and proof-reading the built-in documentation from within the editor, especially when you want to make sure that all references work as expected: ``` python run.py editor ``` ### Versioning and compatibility There are separate branches which are targeted for specific Godot Engine's major version. Regarding latest extension development version, switch to * [`gd3`](https://github.com/goostengine/goost/tree/gd3) branch for Godot 3.x * [`gd4`](https://github.com/goostengine/goost/tree/gd4) branch for Godot 4.x (does not exist yet). Similarly, you may use any of the stable branches with a similar branch encoding, such as `1.0-gd3` or `1.0-gd4`, if available. Any new features are encouraged to be developed against the latest Godot Engine's *stable* version, which may be optionally ported to the latest engine's *development* version (independently or in sync, depending on priorities). ## License 📝 Unless otherwise specified, the extension is released under the [MIT license](LICENSE.txt). See the full list of third-party libraries with their licenses used by this extension at [thirdparty/README.md](thirdparty/README.md).