Multiplayer in Godot 4.0: ENet wrappers, WebRTC
A more powerful ENet interface for better multiplayer in Godot 4, updates about WebRTC, hints at the new scene replication API.
A more powerful ENet interface for better multiplayer in Godot 4, updates about WebRTC, hints at the new scene replication API.
Godot is getting a new plugin interface called GDExtension, an evolution of GDNative.
New RPC syntax and features in Godot 4.0. Introducing channels and ordered transfer mode.
New progress report on the tiles editors rework. Compatibility with 3.x got improved, TileMap layers and physics shape editing are now implemented. Also, a new property arrays editor is now available in the inspector.
News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0.
For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!
June 2021 update of the recent work done in relation to XR support in Godot.
No need to "eval"! A whole new interface to interact with JavaScript from Godot Scripts in Web exports, and a new API to prompt the user to download a file generated by Godot.
Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.
One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.
GDScript is now feature-complete for the upcoming Godot 4.0 version. This article goes through the last bits that were added: typed arrays, lambda functions, builtin static methods, plus a few extra changes for optimization and bug-fixing.
Update on Godot physics engine improvements: test framework, bug fixing, new features and optimizations.
Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.
A new progress report on the TileMap and TIleSet editors rework.
If you are following my progress, you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features.
Godot on the Web is feeling more and more like native, getting performance improvements (20% faster load time), easier customizations, and more!
An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.
The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.
The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.
As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times.
To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.
Report on the complex text layouts support implementation progress, including changes to RichTextEdit class, compatibility and custom control implementation details.
The Web Editor reaches beta (3.2.4 beta 4), GDNative lands on the web, thread-enabled HTML5 builds now come with an improved audio driver using the AudioWorklet API.