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GDPeg - Parsing Expression Grammar for GDScript - 0

by きのもと 結衣 Yui Kinomoto | MIT

Parsing Expression Grammar for GDScript

This is implementation of Parsing Expression Grammar. How to Use Text Notation func number( s:String ): return { "number": int(s) } func binop_non_folding( group:Array ): var node = group[0] for i in range( 1, len( group ), 2 ): node = { "op": group[i+0]

ReDScribe 0

by tkmfujise | MIT

Ruby-embedded DSL for Godot

ReDScribe: Ruby-embedded DSL for Godot. Let’s re-describe your code as your own friendly domain-specific language. Features 💎 Execution: You can execute mruby code (a lightweight Ruby) in Godot and emit signals from mruby to Godot. ✏️ Editing: You can

YAML Parser 0

by Blackwater Gator Studios | MIT

A robust YAML parser with full read/write support, type conversion, nested structures, and Godot datetime handling — no external dependencies

Features: Parses YAML/YML files into Godot dictionaries with proper type conversion Saves Godot dictionaries back to properly formatted YAML files Supports all essential YAML data types: strings, integers, floats, booleans, null, arrays, and dictionaries

JSONH (Json For Humans) 1

by Joyless | MIT

JSON for Humans in GDExtension for Godot

JSON for Humans in GDExtension for Godot. JSON is great. Until you miss that trailing comma... or want to use comments. What about multiline strings? JSONH provides a much more elegant way to write JSON that's designed for humans rather than machines

MarkdownLabel 0

by Daenvil | MIT

A custom node that extends RichTextLabel to use Markdown instead of BBCode

MarkdownLabel is a control node that displays and formats a text written in Markdown format. Useful for people familiar with Markdown and to display common Markdown files such as credits or changelogs in your game. Usage Simply add a MarkdownLabel node to

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