Free and open source 2D and 3D game engine for macOS

Godot Engine for Mac

Godot Engine for Mac

  -  154 MB  -  Open Source
Godot Engine for Mac is an advanced, feature-packed, multi-platform 2D and 3D open source game engine for macOS! Godot for Mac provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.

Godot Engine for macOS is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.

Features and Highlights

Extremely efficient paradigm for designing games
  • Visual editor, full of mature tools.
  • Uncluttered UI, with context-sensitive editors.
  • Amazing scene system, supporting instancing and inheritance.
  • Friendly content creation interfaces for artists, level designers, animators, …
  • Visual shader editing for 2D and 3D.
  • Persistent live editing (changes are not lost after stopping the game). Live to edit on mobile devices!
Create any kind of complex 2D games
  • Fully dedicated 2D engine, no hacks.
  • Work in pixels as your units, but scale to any screen size and ratio.
  • Custom 2D physics engine that works in pixel coordinates.
  • Flexible kinematic controller for collision without physics.
  • Blit 3D models as sprites into 2D.
Create great-looking 3D games
  • Import 3D models from 3DS Max, Maya, Blender, and more with full animation.
  • Skeleton deforms and blend shapes.
  • Several light types, with shadow mapping.
  • Render with HDR, anti-aliasing and linear color modes.
  • Post-process fog, glow, bloom, color adjustment, …
  • Support for Physically-Based Rendering planned for the end of 2016.
Most flexible animation system for games
  • Animate 2D or 3D. Visual animation editor with the timeline.
  • Frame-based or cut-out animation for sprites and rigs.
  • Any property of any object can be animated, even function calls.
  • Use custom transition curves and tweens.
  • Helpers to animate 2D rigs, with skeletons and IK.
  • Efficient optimizer to pack imported 3D animations.
  • Animation Tree support for fluid character animation.
Add behaviors to objects with built-in scripting
  • Python-like scripting language, designed to make games with zero hassle.
  • Built-in editor with syntax highlighting, real-time parser and code completion.
  • Powerful integrated debugger and profilers. It can debug a game running on mobile devices.
  • Integrated class documentation browser.
  • Friendly C++ API to optimize parts of the game or extend any part of the engine.
Deploy games everywhere!
  • Mobile platforms: iOS, Android, BlackBerry OS
  • Desktop platforms: Windows, OS X, Linux, *BSD, Haiku
  • Web Platforms: HTML5 (via Emscripten)
  • One-click deploy & export to most platforms. Easy to create custom builds too.
How to Use

Open the DMG file and drag Godot to Applications

Launch Godot from the Applications folder

Create a new project or open an existing one

Choose a renderer (Forward+, Compatibility, etc.)

Use the scene editor to design game levels

Add nodes and scripts using GDScript or C#

Test your game with the play button

Export game using the Export dialog

Install Xcode command line tools for macOS export

System Requirements
  • macOS 10.13 High Sierra or later
  • 64-bit Intel or Apple Silicon (ARM) processor
  • OpenGL 3.3 / Metal compatible GPU
  • Minimum 4 GB RAM (8 GB recommended)
  • At least 500 MB of available disk space
PROS
  • Free and open source
  • Lightweight and fast
  • Built-in scripting language
  • Flexible scene system
  • Export to many platforms
CONS
  • Smaller community than Unity
  • Fewer learning resources
  • Limited 3D features
  • No official C++ API
  • Requires manual export setup
Also Available: Download Godot Engine for Windows

Why is this app published on FileHorse? (More info)
  • Godot Engine 4.6.2 Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

    Godot Engine 4.6.2 Screenshot 1

What's new in this version:

Changed:
- 3D: Fix 3D focus selection for subgizmos
- 3D: Fix DirectionalLight3D property list
- Animation: Check playback_queue existance after emit animation_finished signal
- Animation: Deselect bezier keyframes when switching animations
- Animation: Fix timeline cursor following mouse during marker selection
- Animation: Fix visual shift of animation editor keys during selection
- Core: Fix String::split_ crash on empty string
- Core: Fix editable children state when duplicating instantiated nodes
- Core: RingBuffer: Fix T read() method reading empty buffer
- Core: RingBuffer: Fix overreading on methods that take an offset as an argument
- Editor: Fix build profile generator creating bogus profiles
- Editor: Fix mute button after pausing and stopping
- Editor: Fix theme item inspector tooltips for Window subclasses
- Editor: Set accessibility name on Tree inline cell editor when editing
- Editor: Stop autocomplete from eating words by default
- Export: Android Editor: Copy keystore to temp file during export
- GDExtension: Add missing GDVIRTUAL_BIND(_get_supported_extensions) on MovieWriter
- GUI: Fix “Custom” anchor preset being ignored if the parent isn’t a Control
- GUI: Fix RichTextLabel drag selection not working after double-click
- GUI: TextEdit: Fix clipping of last character due to right margin rounding
- GUI: TextServer: Ignore language of embedded object replacement spans when updating line breaks
- Import: Blender attempts should be incremented to avoid endless loop
- Physics: Jolt Physics: Make MoveKinematic more accurate when rotating a body by a very small angle
- Physics: Jolt Physics: Rework how gravity is applied to dynamic bodies to prevent energy increase on elastic collisions
- Physics: Jolt Physics: Swapping vertices of triangle if it is scaled inside out
- Platforms: Android: Fix FileAccess crash when using treeUri in Gradle-built apps
- Platforms: Fix macOS Steam time tracking lost when opening a project
- Platforms: iOS: Add UIScene lifecycle events
- Platforms: iOS: Propagate VC UI preferences to SwiftUI hosting controller
- Platforms: macOS: Enable wake for events if Magnet is running
- Platforms: Wayland: Improve mapping robustness and synchronization
- Platforms: Windows: Set current driver when ANGLE init fails
- Rendering: Apply fixed size properly for mono/stereo rendering
- Rendering: Fix accidental write-combined memory reads in canvas renderer
- Rendering: Fix Tangent decoding detection when computing vertex skinning
- Rendering: Fix viewport debanding not working with spatial scalers
- Rendering: macOS: Force ANGLE (GL over Metal) when running in VM