Engine development
Setting up a development environment
To modify Godot’s source code, you need to set up a development environment. Start here.
- Configuring an IDE
Getting started with Godot’s source code
This section covers the basics that you will encounter in (almost) every source file. - Introduction to Godot development
- Common engine methods and macros
- Core types
- Variant class
- Object class
- Inheritance class tree
Extending Godot by modifying its source code
This section covers what you can do by modifying Godot’s C++ source code. - Custom modules in C++
- Binding to external libraries
- Custom Godot servers
- Custom resource format loaders
- Custom AudioStreams
Debugging and profiling
This section is about finding spots to optimize in the engine code when you need it in your project. - Debugging on macOS
- Using C++ profilers
