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.
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.
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.
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.
A sneak peak at DTLS support in Godot 4.0 .
Over the course of September month, I continued working on Vulkan all day long, and several improvements have been made.
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.
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.
Work on porting the rendering engine to Vulkan continues at a steady pace.
UDP multicast support, WebSocket updates, demos, a new tutorial.
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.
In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).
Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.