Web Editor beta, AudioWorklet, GDNative and more!
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.
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.
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!
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.
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.
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.
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 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.
An alpha stage Godot Web Editor update, more news on GDNative for the Web, and many upcoming improvements to the Web export.
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.
Progress report on the changes made in the X11 display server, the window management system for Godot 4 on Linux.
Report on the complex text layouts support implementation progress, part one: TextServer interface implementation details.
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.
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.