devblog

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.
24
Sep 2017

Juan Linietsky

We need your help to improve our documentation system!

Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!
31
Aug 2017

Juan Linietsky

A small defense of glTF 2.0 on its comparison against OpenGEX

This is a short article clarifying some on my views of why I believe glTF to be a great asset pipeline format, contrarily to the claims of Eric Lengyel's feature comparison of OpenGEX and glTF.
24
Aug 2017

Juan Linietsky

How to make your dream game, publish it and not die in the process

Many devs asked me to write about this for a long time, so sharing my experience for this process.
11
Aug 2017

Juan Linietsky

Support Godot on Patreon! Let's make the best game engine ever, together!

We are launching a Patreon site (https://www.patreon.com/godotengine) to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!
09
Aug 2017

Juan Linietsky

Why we should all support glTF 2.0 as THE standard asset exchange format for game engines

Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...
03
Aug 2017

Juan Linietsky

Beta release for Python support

Emmanuel Leblond (touilleMan) just released the first beta of his Python for Godot interface, which will allow developers to use Python 3 and its complete ecosystem as a scripting language in Godot 3.0.
12
Jul 2017

Rémi Verschelde

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.
14
Jun 2017

Rémi Verschelde

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.
09
Apr 2017

Juan Linietsky

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.
05
Apr 2017

Thomas Herzog

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.
12
Mar 2017

Juan Linietsky

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.
04
Feb 2017

Juan Linietsky

WARNING: HEAD is going unstable!

Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.
02
Jan 2017

Juan Linietsky

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.
31
Dec 2016

Juan Linietsky

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.
04
Dec 2016

Juan Linietsky