devblog

GLES2 renderer optimization - 2D batching

By: Bartleby Lawnjelly Apr 09 - 2020

While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.

C# progress report: iOS and signals as events

By: Ignacio Roldán Etcheverry Apr 06 - 2020

Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.

Core refactoring progress report #2

By: Juan Linietsky Mar 28 - 2020

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.

Custom sky shaders in Godot 4.0

By: Clay John Mar 23 - 2020

Core refactoring progress report #1

By: Juan Linietsky Feb 29 - 2020

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.

Call for volunteers for organizing regional communities

By: Juan Linietsky Feb 26 - 2020

Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.

ENet with DTLS encryption in 4.0

By: Fabio Alessandrelli Feb 25 - 2020

Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.

Navigation Server for Godot 4.0

By: Andrea Catania Feb 19 - 2020

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.

Headsup: Vulkan merged, master branch unstable

By: Rémi Verschelde Feb 11 - 2020

Godot 3.2 was released two weeks ago, and it's now time to go full steam ahead towards our next milestone, Godot 4.0. The Vulkan port which had been worked on in a dedicated branch is now getting merged in our main development branch, which has a few implications on what to expect from the 'master' branch and how pending Pull Requests will be impacted.

Meet with the Godot Engine representatives at GDC 2020!

By: Juan Linietsky Feb 10 - 2020

Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020.

Submissions open for Godot 2020 showreel

By: Juan Linietsky Feb 07 - 2020

Showcase your game in the upcoming 2020 Godot showreel!

Godot Engine was awarded an Epic MegaGrant

By: Juan Linietsky Feb 03 - 2020

With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!

Here comes Godot 3.2, with quality as priority

By: Rémi Verschelde Jan 29 - 2020

Godot contributors are thrilled and delighted to release our newest major update, Godot 3.2! It's the result of over 10 months of work by close to 450 contributors who authored more than 6000 commits! Godot 3.2 is a major improvement over our previous 3.1 installment, bringing dozens of major features and hundreds of bugfixes and enhancements to bring our game developers an ever-improving feature set with a strong focus on usability.

Vulkan progress report #6

By: Juan Linietsky Jan 28 - 2020

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.

A decade in retrospective and future

By: Juan Linietsky Dec 31 - 2019

The dawn of a new decade looms and there is a lot of excitement about the future of Godot! But it was not always like this, as the previous decade did not go as expected..