Blog

Juan Linietsky Juan Linietsky  - 11 June 2020

Godot core budget meeting report #1

The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.

Rémi Verschelde Rémi Verschelde  -  5 June 2020

Dev snapshot: Godot 3.2.2 beta 4

Yet another snapshot on the way to the feature-packed Godot 3.2.2! This beta 4 fixes some regressions and adds more bug fixes to make the upcoming release even better.

George Marques George Marques  -  1 June 2020

GDScript progress report: Writing a new parser

Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.

Fabio Alessandrelli Fabio Alessandrelli  - 29 May 2020

Godot Editor running in a web browser

Bringing the Godot Editor to the web: lowering the barrier for newcomers while enhancing the HTML5 export.

Rémi Verschelde Rémi Verschelde  - 22 May 2020

Dev snapshot: Godot 3.2.2 beta 3

After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We already had two betas, and here's the next round with Godot 3.2.2 beta 3.

Juan Linietsky Juan Linietsky  -  9 May 2020

Godot 4.0 will get a new, modernized lightmapper

In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.

Rémi Verschelde Rémi Verschelde  -  7 May 2020

Dev snapshot: Godot 3.2.2 beta 2

After refining our Godot 3.2 release with bug fixes in 3.2.1, we're now looking at integrating some new features that didn't make it into the 3.2 merge window but have been further developed and backported since. We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2 beta 2.

George Marques George Marques  -  4 May 2020

GDScript progress report: Writing a tokenizer

GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.

Juan Linietsky Juan Linietsky  -  1 May 2020

Vulkan progress report #7

It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.

Juan Linietsky Juan Linietsky  - 25 April 2020

Announcing the 2020 showreel!

The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.

Rémi Verschelde Rémi Verschelde  - 19 April 2020

Dev snapshot: Godot 3.2.2 beta 1

After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.

Juan Linietsky Juan Linietsky  - 17 April 2020

Godot 4.0 gets global and per-instance shader uniforms

Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.

lawnjelly lawnjelly  -  9 April 2020

GLES2 renderer optimization - 2D batching

While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  -  6 April 2020

C# progress report: iOS and signals as events

Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.

Juan Linietsky Juan Linietsky  - 28 March 2020

Core refactoring progress report #2

As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.

Clay John Clay John  - 23 March 2020

Custom sky shaders in Godot 4.0

George Marques George Marques  - 16 March 2020

Student applications for GSoC 2020 open today

Applications to the Google Summer of Code 2020 are open. As a participant organization, we share some tips to students on how to write their proposals.

Rémi Verschelde Rémi Verschelde  - 10 March 2020

Maintenance release: Godot 3.2.1

Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixed, and as such we plan to release frequent maintenance releases for the 3.2 branch, to make it ever more enjoyable and reliable to work with. This first Godot 3.2.1 release aims to address the main regressions noticed in 3.2, as well as fixing more preexisting bugs and improving usability and documentation.

Rémi Verschelde Rémi Verschelde  -  5 March 2020

Release candidate: Godot 3.2.1 RC 2

Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.

Juan Linietsky Juan Linietsky  - 29 February 2020

Core refactoring progress report #1

Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.

Juan Linietsky Juan Linietsky  - 26 February 2020

Call for volunteers for organizing regional communities

Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.

Fabio Alessandrelli Fabio Alessandrelli  - 25 February 2020

ENet with DTLS encryption in 4.0

Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.

Rémi Verschelde Rémi Verschelde  - 22 February 2020

Release candidate: Godot 3.2.1 RC 1

Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.

Andrea Catania Andrea Catania  - 19 February 2020

Navigation Server for Godot 4.0

Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.