Blog

Filtered by: Progress Report

Fabio Alessandrelli Fabio Alessandrelli  - 22 August 2019

WebSocket updates, UDP multicast

UDP multicast support, WebSocket updates, demos, a new tutorial.

Rémi Verschelde Rémi Verschelde  - 21 August 2019

GSoC 2019 progress report #2

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.

Juan Linietsky Juan Linietsky  -  3 August 2019

Vulkan progress report #2

In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!

Rémi Verschelde Rémi Verschelde  - 18 July 2019

GSoC 2019 progress report #1 (part 2)

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).

Rémi Verschelde Rémi Verschelde  - 17 July 2019

GSoC 2019 progress report #1 (part 1)

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).

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  - 12 July 2019

C# support on Android

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.

Bastiaan Olij Bastiaan Olij  - 11 July 2019

Godot 3.2 ARVR update

Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.

Juan Linietsky Juan Linietsky  -  1 July 2019

Vulkan progress report #1

While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.

Fabio Alessandrelli Fabio Alessandrelli  - 19 June 2019

WebRTC support, progress report #3

WebRTC for the High Level Multiplayer API is here! Featuring a fully peer to peer mesh network. Documentation is now available for WebRTC classes, a tutorial and two new demos has been added.

Yuri Roubinsky Yuri Roubinsky  - 22 May 2019

Major update for Visual Shaders in Godot 3.2

With the Godot 3.1 release, the Visual Shader editor was recreated from the ashes of its Godot 2.x ancestor. While usable and packed with visual features, Visual Shaders lacked many features from their Shader (script) big brother. A new update has been prepared for Godot 3.2 to solve this problem.

Fabio Alessandrelli Fabio Alessandrelli  - 21 May 2019

WebRTC support, progress report #2

Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.

Juan Linietsky Juan Linietsky  - 24 April 2019

Godot 3.2 will get a new Android plugin system

Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.

Fabio Alessandrelli Fabio Alessandrelli  - 19 April 2019

WebRTC support, progress report #1

Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.

Juan Linietsky Juan Linietsky  - 19 April 2019

Atlas support returns to Godot 3.2

With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.

Juan Linietsky Juan Linietsky  - 10 April 2019

Godot 3.2 will get new audio features

I left these out of 3.0 and never managed to work on it again, yet users requested them a lot this past year. Finally, they will be available for Godot 3.2.

Juan Linietsky Juan Linietsky  - 10 April 2019

Godot 3.2 adds support for convex decomposition

Another long awaited feature makes it for Godot 3.2. This makes the workflow for 3D games considerably easier, by allowing conversion of concave meshes of any form into a set of convex shapes.

Juan Linietsky Juan Linietsky  -  8 April 2019

Godot 3.2 will allow disabling editor features

It sounds like an odd feature to have (and never crossed our minds at the beginning). Yet, more and more users requested it, and their context it made a lot of sense. In the end, we now believe this functionality is of vital importance to strengthen Godot adoption in the future.

Juan Linietsky Juan Linietsky  -  5 April 2019

Godot 3.2 will get pseudo 3D support in 2D engine

Godot support for 2D is already mature and most of our users enjoy working with it. There is, however a growing trend of adding 3D layers to 2D games, which can be seen in successful titles such as Hollow Knight or Rayman Origins.

Bastiaan Olij Bastiaan Olij  - 29 March 2019

Update on Godot AR and VR

Now that Godot 3.1 has been released, it's time to update the VR drivers and talk a bit about where we are at with AR and VR.

Rémi Verschelde Rémi Verschelde  - 27 February 2019

Godot in Google Summer of Code 2019

Godot will take part in the Google Summer of Code for the second time in a row, and we are thrilled at the opportunity to mentor students to work on interesting projects for the Godot community.

Bastiaan Olij Bastiaan Olij  - 21 November 2018

Fixing tangents for accurate normal maps

Correct tangents and bi-tangents are required for applying normal maps and newer effects such as the depth/parallax effect in the shader. Support for this has been spotty so we took the time out to fill in the gaps. These changes do have some consequences.

Gilles Roudiere Gilles Roudiere  - 21 September 2018

Godot gets a new FileSystem dock for 3.1

Godot's FileSystem dock gets an improved tree view mode with files included in the tree, with thumbnails. This makes it much easier to go through project files from a single dock. Various improvements are also done to the favorites usability, right-click menu and the split view mode.

Joan Fons Joan Fons  - 19 September 2018

Simplex noise lands in Godot 3.1

Simplex noise generation has just landed in Godot 3.1, using the unencumbered OpenSimplex implementation. It allows generation of 2D, 3D and 4D noise with a few lines of code with applications for procedural generation and visual effects.

Andrea Catania Andrea Catania  -  7 August 2018

Soft Body in Godot 3.1

It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.