Blog

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!

Rémi Verschelde Rémi Verschelde  - 11 April 2019

Godot Engine awarded $50,000 by Mozilla Open Source Support program

We are delighted to announce that Godot Engine has been awarded USD 50,000 by Mozilla as part of the Mozilla Open Source Support (MOSS) Mission Partners program. This award will be used to fund the work of some of our core contributors on three different work packages, all linked with Mozilla's mission of furthering an open and accessible Web. For Godot, this means making sure that everyone can build and play networked and browser-based games with open source technology.

Juan Linietsky Juan Linietsky  - 10 April 2019

Godot 3.2 will get new audio features

I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.

Juan Linietsky Juan Linietsky  - 10 April 2019

Godot 3.2 adds support for convex decomposition

Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.

Juan Linietsky Juan Linietsky  -  8 April 2019

Godot 3.2 will allow disabling editor features

It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.

Juan Linietsky Juan Linietsky  -  5 April 2019

Godot 3.2 will get pseudo 3D support in 2D engine

Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.

Juan Linietsky Juan Linietsky  -  1 April 2019

Godot Engine to go public in 2019

APRIL FOOLS' DAY JOKE! -- We hear you and we understand your concerns. You feel like Godot, in the end, is not "public" enough. Worry no longer! Today we announce that Godot will go public this year.

Bastiaan Olij Bastiaan Olij  - 29 March 2019

Update on Godot AR and VR

Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.

Juan Linietsky Juan Linietsky  - 26 March 2019

Status of Godot at GDC 2019

Rémi Verschelde, Hein Pieter Van Braam and I went to GDC 2019 in representation of Godot. Until last year, I would go mostly alone. So, how did it go compared to last year?