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- Engine development
- ==================
- Setting up a development environment
- ------------------------------------
- To modify Godot's source code, you need to set up a development environment. Start here.
- .. toctree::
- :maxdepth: 1
- :name: toc-devel-cpp-dev-env
- configuring_an_ide/index
- Getting started with Godot's source code
- ----------------------------------------
- This section covers the basics that you will encounter in (almost) every source file.
- .. toctree::
- :maxdepth: 1
- :name: toc-devel-cpp-source-beginner
- 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.
- .. toctree::
- :maxdepth: 1
- :name: toc-devel-cpp-source-advanced
- custom_modules_in_cpp
- binding_to_external_libraries
- custom_godot_servers
- custom_resource_format_loaders
- custom_audiostreams
- unit_testing
- Debugging and profiling
- -----------------------
- This section is about finding spots to optimize in the engine code when you need it in your project.
- .. toctree::
- :maxdepth: 1
- :name: toc-devel-cpp-debug-profiling
- macos_debug
- using_cpp_profilers
- vulkan/index
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