Blog

Filtered by: Progress Report

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.

lawnjelly 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.

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  -  6 April 2020

C# progress report: iOS and signals as events

Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.

Juan Linietsky Juan Linietsky  - 28 March 2020

Core refactoring progress report #2

As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.

Clay John Clay John  - 23 March 2020

Custom sky shaders in Godot 4.0

Juan Linietsky Juan Linietsky  - 29 February 2020

Core refactoring progress report #1

Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.

Fabio Alessandrelli Fabio Alessandrelli  - 25 February 2020

ENet with DTLS encryption in 4.0

Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.

Andrea Catania Andrea Catania  - 19 February 2020

Navigation Server for Godot 4.0

Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.

Juan Linietsky Juan Linietsky  - 28 January 2020

Vulkan progress report #6

It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.

Fabio Alessandrelli Fabio Alessandrelli  - 28 December 2019

HTML5 export profiling for Godot 4.0

HTML5 debug export profiling is coming for Godot 4.0

Bastiaan Olij Bastiaan Olij  - 23 December 2019

Godot Oculus Quest support

Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.

Fabio Alessandrelli Fabio Alessandrelli  - 28 November 2019

WebSocket SSL server, HTTP server for testing HTML5 builds

More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  - 15 November 2019

C# progress report: WebAssembly, MonoDevelop and AOT

Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.

Yuri Roubinsky Yuri Roubinsky  - 11 November 2019

Major update for Visual Shaders in Godot 3.2 (part 2)

This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.

Juan Linietsky Juan Linietsky  -  2 November 2019

Vulkan progress report #5

Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.

Fabio Alessandrelli Fabio Alessandrelli  - 29 October 2019

DTLS progress report #1

A sneak peak at DTLS support in Godot 4.0 .

Juan Linietsky Juan Linietsky  - 12 October 2019

Vulkan progress report #4

Over the course of September month, I continued working on Vulkan all day long, and several improvements have been made.

Fabio Alessandrelli Fabio Alessandrelli  - 28 September 2019

Basic cryptography, SSL improvements

As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.

Rémi Verschelde Rémi Verschelde  -  8 September 2019

GSoC 2019 progress report #3

For the second time, Godot took part in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. We had 8 students working for on great new features all around the engine, and in this third and last progress report, they outline the final state of their GSoC work, how to use it (when relevant) and future steps that they might envision for the feature they worked on.

Juan Linietsky Juan Linietsky  -  2 September 2019

Vulkan progress report #3

Work on porting the rendering engine to Vulkan continues at a steady pace.