Blog

Juan Linietsky Juan Linietsky  -  4 September 2019

Introducing the Godot Proposals repository

The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports.

Juan Linietsky Juan Linietsky  -  2 September 2019

Vulkan progress report #3

Work on porting the rendering engine to Vulkan continues at a steady pace.

Fabio Alessandrelli Fabio Alessandrelli  - 22 August 2019

WebSocket updates, UDP multicast

UDP multicast support, WebSocket updates, demos, a new tutorial.

Rémi Verschelde Rémi Verschelde  - 21 August 2019

GSoC 2019 progress report #2

Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.

Juan Linietsky Juan Linietsky  -  3 August 2019

Vulkan progress report #2

In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!

Rémi Verschelde Rémi Verschelde  - 23 July 2019

Meet the community at GodotCon Poznań 2019

For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.

Rémi Verschelde Rémi Verschelde  - 18 July 2019

GSoC 2019 progress report #1 (part 2)

Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).

Rémi Verschelde Rémi Verschelde  - 17 July 2019

GSoC 2019 progress report #1 (part 1)

Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  - 12 July 2019

C# support on Android

Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.

Rémi Verschelde Rémi Verschelde  - 11 July 2019

Maintenance release: Godot 2.1.6

Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.

Bastiaan Olij Bastiaan Olij  - 11 July 2019

Godot 3.2 ARVR update

Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.

Juan Linietsky Juan Linietsky  -  1 July 2019

Vulkan progress report #1

While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.

Fabio Alessandrelli Fabio Alessandrelli  - 19 June 2019

WebRTC support, progress report #3

WebRTC for the High Level Multiplayer API is here! Featuring a fully peer to peer mesh network. Documentation is now available for WebRTC classes, a tutorial and two new demos has been added.

Nathan GDQuest Nathan GDQuest  -  7 June 2019

Let's complete the docs: Godot 3.2 Docs Sprint

We're starting a series of docs sprints once again to make Godot's reference and documentation as good as they can be! Together, we can improve everyone's experience using the engine.

Rémi Verschelde Rémi Verschelde  -  4 June 2019

Dev snapshot: Godot 2.1.6 RC 1

It's been a long time since our previous release in the 2.1 branch! The upcoming 2.1.6 release is intended to address new requirements from Google Play and Apple store, as well as update thirdparty libraries to recent versions to fix known security vulnerabilities (in particular in libpng and openssl).

Yuri Roubinsky Yuri Roubinsky  - 22 May 2019

Major update for Visual Shaders in Godot 3.2

With the Godot 3.1 release, the Visual Shader editor was recreated from the ashes of its Godot 2.x ancestor. While usable and packed with visual features, Visual Shaders lacked many features from their Shader (script) big brother. A new update has been prepared for Godot 3.2 to solve this problem.

Fabio Alessandrelli Fabio Alessandrelli  - 21 May 2019

WebRTC support, progress report #2

Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.

HP van Braam HP van Braam  - 27 April 2019

Maintenance release: Godot 3.1.1

Godot 3.1.1-stable is released, the first maintenance release of the 3.1 series. In this release we've fixed an important security issue related to networking, added some nice quality of life improvements to the animation editor, and fixed several bugs.

Juan Linietsky Juan Linietsky  - 24 April 2019

Godot 3.2 will get a new Android plugin system

Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.

HP van Braam HP van Braam  - 23 April 2019

Release candidate: Godot 3.1.1 RC 1

Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!

Fabio Alessandrelli Fabio Alessandrelli  - 19 April 2019

WebRTC support, progress report #1

Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.

Juan Linietsky Juan Linietsky  - 19 April 2019

Atlas support returns to Godot 3.2

With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.

Juan Linietsky Juan Linietsky  - 16 April 2019

Announcing the Godot 2019 showreel

Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).

Juan Linietsky Juan Linietsky  - 15 April 2019

The State of Godot | GDC 2019, at GitHub HQ

This year, during GDC, GitHub again hosted a Godot Meetup at their offices and the amount of attendants was considerably bigger than last year. Thanks hugely to them for all their support!