This repository is the home of the Redot PhysX project: the Redot Engine LTS with the NVIDIA PhysX 5 physics module fully integrated — GPU rigid-body dynamics, GPU particles and fluids (with whitewater foam), cloth, gas, vehicles, water, Blast destruction and NVIDIA Flow — for Windows and Linux.
Redot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Redot is a completely free and open source fork of Godot under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Redot's development is fully independent and truly community-driven, empowering users to help shape their engine to match their expectations.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining Godot) for several years as an in-house engine, used to publish several work-for-hire titles.
Redot was forked from Godot in September 2024, intending to improve upon Godot in order to fulfill its potential and contribute to the shared codebase of both through a more genuinely community-driven model than Godot.
Kaetram - 2D Pixel Cross-Platform MMORPG by Keros
PhysX-enabled editor and export-template builds are published on this repository's Releases page. Windows binaries will be code-signed through the SignPath Foundation in future builds. Checksums for every artifact are published alongside the downloads.
Vanilla Redot binaries (without the PhysX module) can be found on the Redot website.
See the official docs for compilation instructions for every supported platform.
If you have the Nix package manager installed, you can build and run the editor in one command:
nix run .This will automatically install all build dependencies and compile Redot if the binary doesn't exist.
Detailed Nix usage, including passing SCons build flags through nix run, forwarding runtime arguments, and manual nix develop workflows, is documented in the Nix usage guide at doc/nix.md.
The bundled PhysX module ships with prebuilt SDK libraries and accepts the following SCons flags (defaults first):
| Flag | Values | What it controls |
|---|---|---|
physx_config |
checked, release |
Which prebuilt SDK library set is linked. checked (default) pairs with editor and target=template_debug builds; release pairs with target=template_release. |
physx_gpu |
yes, no |
CUDA GPU dynamics (Windows and Linux). With no, the engine always simulates on the CPU and never initializes CUDA. |
flow |
yes, no |
NVIDIA Flow sparse-grid fluid simulation (volumetric fire, smoke, and fluids). |
blast |
yes, no |
NVIDIA Blast mesh destruction. The prebuilt Blast libraries are Windows-only; other platforms build without it. |
Example — a Windows release template with the optimized SDK libraries:
scons platform=windows target=template_release physx_config=releaseRedot is not only an engine but an ever-growing community of users and engine developers. Please visit our Discord server!
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
Follow Redot on X/Twitter!
Credits to Uno "Wild-ox" studios for: MPM shaders, a lot of fixes and implementations for water, 2W vehicle, boat, foam and more. Visit his Godot upstream (4.7+) PhysX module at: https://github.com/uno1982/godot/tree/feature/physx5-module
The class reference is accessible from the Redot editor.
Redot supports AI integration using MCP. See the setup instructions.
