Blog

Filtered by: Progress Report

Nathan GDQuest Nathan GDQuest  -  4 December 2020

Godot docs improvements report

Some of you like the docs for what it covers already; others dislike it for what it lacks. The team's well-aware there is always room for improvement, and so they hired me to work part-time on it since September. Here are all the changes you can already enjoy today!

Gilles Roudiere Gilles Roudiere  -  1 December 2020

Tiles editor progress report #1

As you may already know, I now have been hired for a month to work on the TileMap and TileSet editors. My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. So here is a first progress report on how things are going.

Juan Linietsky Juan Linietsky  - 28 November 2020

Godot's 2D engine gets several improvements for upcoming 4.0

While the focus of Godot 4.0 Vulkan rewrite has largely been improvements to the 3D engine, the 2D side will also see several improvements.

Matias Goldberg Matias Goldberg  - 25 November 2020

Introducing the Betsy GPU texture compressor

My name is Matias N. Goldberg, I normally maintain the 2.x branch of Ogre, and I wrote Betsy, a GPU texture compressor that runs on GPUs.

Pāvels Nadtočajevs Pāvels Nadtočajevs  - 10 November 2020

Complex text layouts progress report #2

Report on the complex text layouts support implementation progress, including changes to Godot's Font resources, and UI mirroring and BiDi implementation details.

Gordon MacPherson Gordon MacPherson  -  5 November 2020

FBX importer rewritten for Godot 3.2.4 and later

Gordon MacPherson authored the new rewrite of the FBX importer in Godot 3.2. We had originally added alpha FBX support but this first version had many limitations for complex, commercial-grade models, especially around animations. After a lot of debugging and research, the importer has been fully rewritten to better implement FBX support in Godot specifically, and vastly increase the compatibility with commercial FBX assets. This new importer will be available in the upcoming Godot 3.2.4, as well as Godot 4.0.

Fabio Alessandrelli Fabio Alessandrelli  - 27 October 2020

Godot Web export progress report #3

An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.

George Marques George Marques  - 22 October 2020

GDScript progress report: Typed instructions

GDScript now has specific instructions for typed code, allowing a faster execution when types are known at compile time. This is the beginning of optimization in GDScript and the article shows a few details on how it was done and why it's faster.

Camille Mohr-Daurat Camille Mohr-Daurat  - 20 October 2020

X11 display server progress report

Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.

Pāvels Nadtočajevs Pāvels Nadtočajevs  - 14 October 2020

Complex text layouts progress report #1

Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.

Juan Linietsky Juan Linietsky  -  8 October 2020

New improvements for GPUParticles in Godot 4.0

The turn of porting the GPU particle system to Godot 4.0 has arrived. This was the final feature that had to be ported over. Like all the rest of the features ported, it managed to get massive improvements.

Fabio Alessandrelli Fabio Alessandrelli  - 28 August 2020

Godot web export progress report #2

Godot is getting better export for the Web. While web technologies are not always suited to provide bleeding edge experiences, we do our best to let you exported game run as smoothly as possible on every platform.

George Marques George Marques  -  4 August 2020

GDScript progress report: New GDScript is now merged

New GDScript code is now merged. Here I talk a bit of what has changed, report what else I did this month and talk a bit about my current work and plans for the future.

Rémi Verschelde Rémi Verschelde  - 29 July 2020

GSoC 2020 - Progress report #1

Godot is participating again in the Google Summer of Code program for its 2020 edition. 6 projects have been selected back in May, and the 6 students and their mentors have now been working on their projects for close to two months. We omitted to announce the projects formally, but this first progress report written by each student will make up for it by giving a direct glimpse into their work.

George Marques George Marques  -  6 July 2020

GDScript progress report: Type checking is back

Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  -  3 July 2020

C# progress report: Visual Studio and VSCode

Godot is getting extensions for Visual Studio and Visual Studio Code, including debugging support and code completion of Godot strings.

Juan Linietsky Juan Linietsky  - 28 June 2020

Godot 4.0 gets SDF based real-time global illumination

As work progresses on Godot 4.0 at a steady pace, a novel method of creating full-scene global illumination has been added in the master branch.

Juan Linietsky Juan Linietsky  - 11 June 2020

Godot core budget meeting report #1

The funding situation of Godot has been changing for the past months, as we received more grants and donations, and reorganizing where the funding is going, deciding hires, etc. takes considerable time as well as the right timing.

George Marques George Marques  -  1 June 2020

GDScript progress report: Writing a new parser

Showing the work for the new GDScript parser, why it is done and how it improves over the old one. Also show a bit of new features.

Juan Linietsky Juan Linietsky  -  9 May 2020

Godot 4.0 will get a new, modernized lightmapper

In most game engines, a lightmap is baked for a whole scene and there is only one of it at the same time. In Godot, different scenes can have their own lightmaps and you can mix and match them however you like.

George Marques George Marques  -  4 May 2020

GDScript progress report: Writing a tokenizer

GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.

Juan Linietsky Juan Linietsky  -  1 May 2020

Vulkan progress report #7

It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.

Juan Linietsky Juan Linietsky  - 17 April 2020

Godot 4.0 gets global and per-instance shader uniforms

Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.

Bartleby Lawnjelly Bartleby Lawnjelly  -  9 April 2020

GLES2 renderer optimization - 2D batching

While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.