Blog

Filtered by: Progress Report

Juan Linietsky Juan Linietsky  - 26 November 2017

Introducing onion skinning for the Godot game engine

Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. This helps animators have a much greater deal of control on repositioning objects on every frame.

Bastiaan Olij Bastiaan Olij  -  6 November 2017

Godot 3's VR and AR support

The past year we've been hard at work behind the scenes adding support for AR and VR to Godot. Support for basic mobile VR and full support for OpenVR is ready for Alpha 2. OpenHMD support is being worked on and we have a working ARKit implementation.

Juan Linietsky Juan Linietsky  -  5 November 2017

Godot 3.0 switches to Bullet for physics

When Godot started (a decade ago), there were not many good physics engine available and Godot always had quite demanding API requirements for them (such as Area nodes, KinematicBody, RayCast shapes, etc.), so they were not usable without a lot of modification. This led us to implementing our own custom engine. Now, thanks to the work of Andrea Catania, we are introducing Bullet as a new and better maintained backend for the 3D physics!

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  - 21 October 2017

Introducing C# in Godot

The next alpha release of Godot 3.0 is about to be published and it will be the first version that ships with C# support. This post gives an introduction to C# scripting in Godot and how to use it in your project.

Juan Linietsky Juan Linietsky  - 24 September 2017

Godot 3's renderer design explained

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. The motivation behind it was not to achieve the maximum performance in extreme use cases, but accomodate better to most user's needs.

Rémi Verschelde Rémi Verschelde  - 14 June 2017

Progress report April/May 2017

The Godot Engine contributors were not idle during Juan's long holidays - lots of interesting features were implemented over the last two months, and they all converge towards making Godot 3.0 an impressive release! This progress reports covers the work done by all contributors apart from Juan, who will showcase his recent renderer improvements in the next progress report.

Juan Linietsky Juan Linietsky  -  9 April 2017

Godot 3.0 progress report #6

Another month of work, another progress report. This month work was divided into completing the exporters, GDNative (formerly DLScript) and the new particle system.

karroffel karroffel  -  5 April 2017

GDNative is here!

A short introduction to the new GDNative module (formerly DLScript) and how to use it in a project. This is a very early version, but the overall process will stay the same.

Juan Linietsky Juan Linietsky  - 12 March 2017

Godot 3.0, new progress report and GDC

February was spent mostly rewriting the import and export workflow of Godot, so not many pretty visual features were added. At the end of the month, I also went to San Francisco for GDC.

Juan Linietsky Juan Linietsky  -  4 February 2017

Godot 3.0 new internals, progress report #4

Most of the internal code in Godot was written over a decade ago, and many design decisions that were taken back then, did not stand the test of time. January was spent mostly updating Godot internals and breaking compatibility, now that we have the chance.

Juan Linietsky Juan Linietsky  - 31 December 2016

Godot's new renderer, progress report #3

It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.

Juan Linietsky Juan Linietsky  -  4 December 2016

Godot's new renderer, progress report #2

It's been a month since the first [progress report](https://godotengine.org/article/godots-new-renderer-progress-report-1), and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature.

Rémi Verschelde Rémi Verschelde  - 15 November 2016

Onward to the new 3D renderer

We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.

Juan Linietsky Juan Linietsky  -  1 November 2016

Godot's new renderer, progress report #1

As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives. For Godot 3.0 (our new release being worked on) we are working hard to change this.

Juan Linietsky Juan Linietsky  -  6 October 2016

Making shaders more accessible

For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.

Juan Linietsky Juan Linietsky  - 24 September 2016

Why does Godot use Servers and RIDs?

If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.

Juan Linietsky Juan Linietsky  - 22 September 2016

A change of Image

Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don't really care much about keeping a reference. One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).

Juan Linietsky Juan Linietsky  - 20 August 2016

Godot's new high level networking preview is up!

Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...

Rémi Verschelde Rémi Verschelde  - 28 May 2016

你好 мир, Godot habla deine language désormais!*

Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!

Juan Linietsky Juan Linietsky  - 27 February 2016

Plugins!

For a while users have requested they can extend Godot without having to modify the core C++ codebase. We have begun implementing this in the form of plugins. Support is experimental on GitHub HEAD but there should be enough resources to get to work.

Juan Linietsky Juan Linietsky  -  6 June 2015

First steps towards 1.2

As many of you know, Vulkan will be the next open and multi platform rendering 2D and 3D API. While many claim it will just be an additional API, those of us who have been in the industry for long enough know well that Vulkan will make other APIs obsolete.

Juan Linietsky Juan Linietsky  - 22 December 2014

Introducing... brand new code completion!

It has only been a week since the stable release and development is moving on to other new cool features! This week has been pushed to GitHub a new code completion for the built-in editor.