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Project DJ Godot 0.7.1 Tools 4.4 Community

Submitted by user rliop913; LGPLv2.1; 2025-12-05

Project-DJ-Engine (PDJE) is designed as the best option for indie developers who want to take rhythm games seriously, and for teams that want DJing to be a deeply integrated core mechanic, not just a visual concept or UI gimmick.

Instead of hiring a dedicated audio programmer and building a custom audio engine from scratch, you can start from PDJE, a production-oriented, soft real-time C++ engine, and spend more of your time and budget on game design, charting, UX, and content.

Under the hood, PDJE is a C++ project that simultaneously acts as:

• a real-time DJ engine capable of live-style mixing
• an editor where you can author mixsets and note data (note charts)
• a central database for managing music tracks, mixsets, and note chart data
• a renderer that can pre-render edited mixsets into audio, so they can be played back without real-time performance degradation
• a low-level input layer that reads input devices as directly as the OS allows for shipping games, and feeds those inputs into a real-time judgement system for rhythm-game mechanics

Prebuilt Binaries and Godot Integration

Project DJ Engine treats Godot as a first-class deployment target.

This Godot asset is built around prebuilt binaries of:

• the core Project-DJ-Engine (PDJE)
• the PDJE Godot wrapper
• the Project DJ Godot integration layer

These binaries are produced by a CI/CD pipeline directly from the upstream repositories, so that whenever the engine and wrapper code is updated, new binaries are built and published.
By using this asset, you can access the latest PDJE + Godot integration without compiling C++ yourself; you only need to keep the prebuilt binaries up to date via the provided update script.

How to Update (Update_Project_DJ_Godot)

After downloading this asset, please run the Update_Project_DJ_Godot script.
This will pull the latest prebuilt binaries and related files from the linked repositories and keep your local copy in sync with the rolling-release pipeline.

Requirements: Git and Git LFS
If they are not installed, the script will attempt to install them automatically.
(On Windows, you may be prompted for administrator rights.)

Examples:

On Linux:
bash Update_Project_DJ_Godot.sh

On Windows:
.\Update_Project_DJ_Godot.bat

This project is under active development and updated frequently.
For the best experience, please run the update script regularly.

Documents

Official Documentation
The official PDJE documentation explains engine concepts, architecture, and APIs, including how the Godot integration is structured.
It also covers topics such as beat-synchronous timing, mixset authoring, and note-chart data handling.

Official docs:
https://rliop913.github.io/Project-DJ-Engine/

AskToPDJE (Code/Docs Q&A Helper)
AskToPDJE is a helper tool that lets you ask questions about the PDJE / Project DJ Godot codebase and documentation.
It is designed to answer questions like:
• what a specific node or module does
• where a particular setting comes from
• how to extend or modify the input–judge–timeline flow

By using AskToPDJE, you can explore the engine and integration layer more quickly without manually searching through the entire codebase.

AskToPDJE:
https://github.com/Rliop913/AskToPDJE

Community and Feedback (Discord / GitHub Issues)
A dedicated Project DJ Engine Discord server is available for users and developers.

You can use the Discord server to:
• propose interface/API changes
• give usability feedback and improvement requests
• ask for help when integrating PDJE or Project DJ Godot into your game

Official Discord:
https://discord.gg/2Pwju7xhmS

For more formal bug reports or feature requests, please open a GitHub Issue on the corresponding repository.
Feedback from Discord and GitHub Issues is collected together and used to prioritize future changes to the engine, wrapper, and Godot integration.

Getting Started (GAME_TEMPLATE)

Under the examples/ directory, you will find:

examples/GAME_TEMPLATE.tscn

This scene is a minimal game template that wires together PDJE Core, input handling, and the Judge module integration.

To start your own project:

Copy examples/GAME_TEMPLATE.tscn into your game’s scene tree.

Rename and modify it to match your project’s structure.

Extend the template with your own note charts, visual assets, and scoring / feedback logic.

By starting from GAME_TEMPLATE.tscn, you can jump directly into actual rhythm-game and DJ-game design, instead of spending time on boilerplate integration.


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