Agile input processing is here for smoother, more responsive gameplay
By: Pedro J. Estébanez 21 August 2021
Multiplayer in Godot 4.0: On servers, RSETs and state updates
By: Fabio Alessandrelli 5 August 2021
News about running Godot on servers, and hints at upcoming networking changes in Godot 4.0.
GSoC 2021 - Progress report #1
By: Rémi Verschelde 30 July 2021
For the 2021 edition of the Google Summer of Code, we have 5 students working on great features for Godot Engine: DAP backend, pseudolocalization, soft-body improvements, auto-layout in GraphEdit, and a command palette!
Dev snapshot: Godot 3.4 beta 2
By: Rémi Verschelde 27 July 2021
Here's a first official dev snapshot for the upcoming Godot 3.4, with a lot of important improvements such as portal-based occlusion culling, lightmapper soft shadows, physics fixes, fixes to iOS C# support, Mono support for macOS ARM64, a whole new theme editor, and more!
About Godot 4, Vulkan, GLES3 and GLES2
By: Ilaria Cislaghi 18 July 2021
As the alpha of Godot 4.0 comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends.
Godot Community Poll 2021
By: Juan Linietsky 13 July 2021
It's this time of the year! Help us learn more about our community by taking part in the 2021 Godot Community Poll!
Godot XR progress update June 2021
By: Bastiaan Olij 4 July 2021
June 2021 update of the recent work done in relation to XR support in Godot.
By: Fabio Alessandrelli 30 June 2021
Tiles editor progress report #4
By: Gilles Roudiere 17 June 2021
Tiles editor progress report #4, with tiles properties painting and scene-based tiles support.
Godot Web progress report #8: Progressive Web Apps
By: Fabio Alessandrelli 16 June 2021
One-click Progressive Web Apps are coming to Godot, along with easier testing for your HTML5 exports.
GDScript progress report: Feature-complete for 4.0
By: George Marques 2 June 2021
GDScript is now feature-complete for the upcoming Godot 4.0 version. This article goes through the last bits that were added: typed arrays, lambda functions, builtin static methods, plus a few extra changes for optimization and bug-fixing.
Submissions open for Godot 2021 showreel
By: Juan Linietsky 31 May 2021
Does your Godot-made game or tool (published or work in progress) make you proud? Would you like to showcase it in the upcoming 2021 showreel? Please send us a short video of it!
Physics progress report #1
By: Camille Mohr-Daurat 19 May 2021
Update on Godot physics engine improvements: test framework, bug fixing, new features and optimizations.
Godot 3.3 has arrived, with a focus on optimization and reliability
By: Rémi Verschelde 21 April 2021
All Godot contributors are delighted to release our latest milestone today, Godot 3.3, after more than 7 months of development! This release was initially planned as a 3.2.4 update to the 3.2 branch, but it grew to become a feature-packed update well worth of opening a new stable branch.
Godot Web progress report #7: Virtual keyboard on the Web, better HTTPClient
By: Fabio Alessandrelli 16 April 2021
Experimental virtual keyboard support coming to Godot HTML5 exports, along with improved support to many HTTP-based APIs.
Tiles editor progress report #3
By: Gilles Roudiere 12 April 2021
A new progress report on the TileMap and TIleSet editors rework.
Editor improvements for Godot 4.0
By: Juan Linietsky 29 March 2021
If you are following my progress, you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features.
Web Editor PWA, easier HTML customizations, and faster load times!
By: Fabio Alessandrelli 20 March 2021
Godot on the Web is feeling more and more like native, getting performance improvements (20% faster load time), easier customizations, and more!
Godot OpenXR support
By: Bastiaan Olij 18 March 2021
An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.
Why isn't Godot an ECS-based game engine?
By: Juan Linietsky 26 February 2021
The topic of why Godot does not utilize ECS comes up often, so this article will explain the design decisions behind that, as well as shed some light on how Godot works.
Tiles editor progress report #2
By: Gilles Roudiere 5 February 2021
The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.
Web Editor release candidate, HTML5 gamepads and more!
By: Fabio Alessandrelli 4 February 2021
The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.
Godot 4.0 optimization progress report
By: Juan Linietsky 2 February 2021
As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times.
Introducing the Godot glTF 2.0 scene exporter
By: Ernest Lee 4 January 2021
To supplement Godot's existing import capabilities for the glTF 2.0 open format for 3D assets, Godot 4.0 now includes support for exporting Godot scenes as glTF 2.0. This import/export workflow allows a seamless transition from and to 3D modelling and animation software, giving artists and designers greater flexibility to use each tool for what it can do best.
Godot 2020 Year in Review video
By: Hugo Locurcio 31 December 2020
While 2020 was a difficult year for most of us, it's been a great year for Godot development! In the spirit of last year's retrospective article, we made a video showcasing various features that have been developed in 2020.