Camille Mohr-Daurat was hired to work on physics
We hired Camille Mohr-Daurat to work on the 2D and 3D physics engines for Godot 4.
We hired Camille Mohr-Daurat to work on the 2D and 3D physics engines for Godot 4.
This week, we've interviewed Little Red Dog Games' lead developer Ryan Hewer about their latest project, Rogue State Revolution.
It is with great excitement that we announce that the Godot Engine project is receiving support funded by a grant from Facebook Reality Labs to further the development of Virtual Reality (VR) features within Godot.
Here's a new feature-packed beta build for the upcoming Godot 3.2.4: GDNative support for HTML5, MP3 support, FBX import fixes, and more!
We are proud to announce the official Godot showcase is making a return after 3 years of absence! The new showcase focuses on high-quality, published projects but also features a few projects that had successful crowdfunding campaigns.
Some of you like the docs for what it covers already; others dislike it for what it lacks. The team's well-aware there is always room for improvement, and so they hired me to work part-time on it since September. Here are all the changes you can already enjoy today!
Given the international situation, we are going online for our next Godot conference in 2021! Online GodotCon 2021 will happen on the 23rd of January 2021, with pre-recorded talks and then live Q&As with the speakers, as well as a dedicated chat platform for attendees to socialize together. We're now asking all interested users to send us proposals for talks, demos, etc. for the event.
As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.
While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements.
This third beta build for the upcoming Godot 3.2.4 fixes some regressions from previous snapshots, and adds a native ARM64 build for the recently released Apple M1 chip.
My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.
While development keeps going at full speed towards Godot 4.0, a lot of work is also being done on the `3.2` branch for the upcoming Godot 3.2.4: better FBX, 2D transform snapping, configurable amount of lights per object, and more! And of course, lots of bug and regression fixes since the previous beta build.
Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details.
Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.
An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.
GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster.
Godot 3.2.3 was released a month ago and the reception was great! It focused mostly on fixing bugs and therefore we were somewhat conservative on what could be merged before the release. Now that we're confident that 3.2.3 works well, we can take some time to add new features to the `3.2` branch while you wait for Godot 4.0 :)
Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.
Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.
The turn of porting the GPU particle system to Godot 4.0 has arrived. This was the final feature that had to be ported over. Like all the rest of the features ported, it managed to get massive improvements.
We hired Hugo Locurcio to work on Godot's web infrastructure such as documentation and the asset library.
Godot contributors are proud to release Godot 3.2.3 as a maintenance update to the stable 3.2 branch. The main development focus for this version was to fix regressions reported against the fairly big 3.2.2 release from June, but in the process many other bugfixes for older issues have been merged.
We hired Nathan from GDQuest to work on the online user manual. He will work on the workflow, content organization, and improving the Getting Started guide.
Godot 3.2.2 was released on June 26 with over 3 months' worth of development, including many bugfixes and a handful of features. Some regressions were noticed after the release though, so we decided that Godot 3.2.3 would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible.