
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!
After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!
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.
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.
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!
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.
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).
Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...
There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.
After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. Just like 2.0, this version focuses almost exclusively on further improving usability and the editor interface.
The 2.1-stable release is imminent, so to make sure everything will work as expected, here's a new release candidate with its load of bugfixing and small enhancements.
Our first Release Candidate for Godot 2.1 is here! If you don't find enough bugs, this will be our final candidate, so better get testing!
The class reference has seen a lot of work over the last 3 months, and could still use more hands to help document all the classes, methods, constants, member variables and signals for the complete Godot API! With a handful of contributors it's a huge job, but with the help of the community we can make it pretty fast!
After 5 months of development and more than 1,600 commits, we are pretty happy with the state of the upcoming 2.1 version, and therefore release a beta for the community to test and give feedback upon! This new releases had again an important focus on usability, making Godot a very convenient and pleasing engine to use!
Godot 2.0.4 is released, with many bug fixes and improvements, as well as greatly enhanced documentation and new versions for embedded libraries!
We added a Showcase page to the website, to show the world that yes, Godot is a great engine used to make creative and good looking games!
Mozilla awards Godot Engine USD 20,000 as part of the MOSS “Mission Partners” program, to support the development of Godot's WebAssembly and WebGL 2 integration.
After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!
Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!
Godot 2.0.3 is released, with many bug fixes and improvements, updated documentation, and various interesting distribution changes!
Godot's API reference is far from complete, but it's an effort to which every member of the community can partake! We organise a class reference writing campaign to aim towards 100% completion for Godot 2.1!
Features various bug fixes and editor usability improvements, notably in the script editor. This time, the official binaries are also built without OpenSSL and not compressed with UPX.
Some members of the community have set up a new Godot Developers forum, with the contents from the old forum as well as many new features to showcase games and share content. We also set up an official YouTube channel for Godot and uploaded a showcase video of some very nice games developed with Godot!
APRIL FOOLS' DAY JOKE! -- The most important feedback we got at GDC is that Godot is different from the most popular game engines, and thus confusing and quite badly known in the industry. So in order to become more popular we decided to make Godot more like the other mainstream engines, by taking some radical decisions.
GDC (or Game Developer's Conference) is an event hosted every year in San Francisco at some point of March. The point of GDC is to reunite as much as possible of the videogame development industry in a single week. The past week, we took Godot to this event!