Blog

Nathan GDQuest Nathan GDQuest  - 22 May 2017

Make Professional 2d Games with Godot: Kickstarter LIVE

Do you want to become a better game developer with Godot? GDquest, who makes game creation tutorials with open source tools, is on Kickstarter, with our full support!

Rémi Verschelde Rémi Verschelde  - 15 May 2017

Godot course on Kickstarter next Monday!

GDquest, content creator and gamedev teacher of Krita and Godot fame, will soon start a Kickstarter campaign for a professional quality game creation course targeting the upcoming Godot 3! Among Godot developers, we are all thrilled about the project and want it to be a huge success, so mark the date and be sure to support the campaign!

Rémi Verschelde Rémi Verschelde  - 12 April 2017

Maintenance release: Godot 2.1.3

Here's the newest maintenance release in the current stable branch, Godot 2.1.3. It features various bug fixes and usability improvements, as well as some new features such as enums in GDScript, the ability to change the cost function in the A-star algorithm, various API additions and a (work in progress) tool to convert 2.1.x projects to the format expected by Godot 3.0 alpha.

Juan Linietsky Juan Linietsky  -  9 April 2017

Godot 3.0 progress report #6

Another month of work, another progress report. This month work was divided into completing the exporters, GDNative (formerly DLScript) and the new particle system.

karroffel karroffel  -  5 April 2017

GDNative is here!

A short introduction to the new GDNative module (formerly DLScript) and how to use it in a project. This is a very early version, but the overall process will stay the same.

Rémi Verschelde Rémi Verschelde  - 28 March 2017

Meet the Nodes - Godot event in Paris

Get ready to Meet the Nodes in person: we are organising a Godot event on Saturday 22 April 2017 in Paris, where many Godot developers will be giving talks, lead workshops or just be available to discuss the engine and game development! This will be a great occasion for European community members to meet Godot's lead developer, Juan Linietsky (reduz), who usually lives in Argentina.

Juan Linietsky Juan Linietsky  - 12 March 2017

Godot 3.0, new progress report and GDC

February was spent mostly rewriting the import and export workflow of Godot, so not many pretty visual features were added. At the end of the month, I also went to San Francisco for GDC.

Rémi Verschelde Rémi Verschelde  - 16 February 2017

Only two buttons, but dozens of games!

Godot's Dec 2016 - Jan 2017 Community Game Jam ended with 41 entries, including some very interesting games! Check the jam winners in this post: Astrid - The Meow Night Shadow, 2 and 3, Two Taps Racer!

Juan Linietsky Juan Linietsky  -  4 February 2017

Godot 3.0 new internals, progress report #4

Most of the internal code in Godot was written over a decade ago, and many design decisions that were taken back then, did not stand the test of time. January was spent mostly updating Godot internals and breaking compatibility, now that we have the chance.

Rémi Verschelde Rémi Verschelde  - 21 January 2017

Maintenance release: Godot 2.1.2

Here comes a new maintenance release in the current stable branch, Godot 2.1.2. It features various bug fixes and usability improvements, as well as brand new IPv6 support in the networking API, a better audio driver initialization reducing the latency, ternary operators in GDScript and out of the box split screen mode for 2D!

Rémi Verschelde Rémi Verschelde  - 18 January 2017

Meet us at FOSDEM 2017 and GodotCon

The Godot Engine community is officially attending the FOSDEM 2017 in Brussels, Belgium on Feb 4-5, and also organises its own "GodotCon" event in Brussels the next two days (Feb 6-7). All interested Godot users and contributors are invited to join us for a great real life meeting!

Juan Linietsky Juan Linietsky  -  2 January 2017

WARNING: HEAD is going unstable!

Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.

Juan Linietsky Juan Linietsky  - 31 December 2016

Godot's new renderer, progress report #3

It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.

Rémi Verschelde Rémi Verschelde  - 15 December 2016

Godot Community Game Jam - Dec 2016 / Jan 2017

After the success of the previous game jams in March and June, we launch a new community game jam for the new year, with the theme "Two buttons". Go to https://itch.io/jam/godotjam122016 to partake in the jam, alone or in a team with other community members!

Juan Linietsky Juan Linietsky  -  4 December 2016

Godot's new renderer, progress report #2

It's been a month since the first [progress report](https://godotengine.org/article/godots-new-renderer-progress-report-1), and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature.

Rémi Verschelde Rémi Verschelde  - 17 November 2016

Maintenance release: Godot 2.1.1

Three months after the release of Godot 2.1, we finally have the first maintenance release in the current stable branch. Rich of 271 new commits, it brings many bug fixes, enhancements and even some new features backported for the master branch! Highlights are OSX gamepad support, AStar implementation and some advanced drag and drop features in the editor!

Rémi Verschelde Rémi Verschelde  - 15 November 2016

Onward to the new 3D renderer

We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.

Juan Linietsky Juan Linietsky  -  1 November 2016

Godot's new renderer, progress report #1

As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives. For Godot 3.0 (our new release being worked on) we are working hard to change this.

Rémi Verschelde Rémi Verschelde  - 31 October 2016

The Asset Library web frontend reaches beta

After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!

Juan Linietsky Juan Linietsky  -  6 October 2016

Making shaders more accessible

For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.

Ariel Manzur Ariel Manzur  -  1 October 2016

Our point'n'click framework is finally out!

The long-awaited framework to create point & click adventure games, initially promised during the Kickstarter for The Interactive Adventures of Dog Mendonça and Pizzaboy®, is finally available. It is of course open source, and comes with a great manual written by Ariel Manzur and the FLOSS Manuals FR team.

Rémi Verschelde Rémi Verschelde  -  1 October 2016

Join the Hacktoberfest and contribute to Godot!

Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!

Juan Linietsky Juan Linietsky  - 24 September 2016

Why does Godot use Servers and RIDs?

If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.

Juan Linietsky Juan Linietsky  - 22 September 2016

A change of Image

Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don't really care much about keeping a reference. One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).