
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.
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.
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.
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.
Report on the new GDScript code featuring the new type checking, warnings, code completion and a few more details.
Godot is getting extensions for Visual Studio and Visual Studio Code, including debugging support and code completion of Godot strings.
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.
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.
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.
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.
GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.
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.
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.
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.
Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.
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.
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.
Easy ENet high-level-multiplayer encryption via DTLS is coming in 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.
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.
HTML5 debug export profiling is coming for Godot 4.0
Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.
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.
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.