devblog

Godot gets a new Inspector

By: Juan Linietsky May 19 - 2018

Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.

Godot's ragdoll system

By: Andrea Catania May 16 - 2018

Godot 3.1 is getting many improvements on the physics side, and one of those is the new ragdoll system. Physics maintainer Andrea Catania presents the work he did on this topic and how to get started with physical bones and ragdoll simulation.

GLES2 and GDNative, progress report #5

By: Thomas Herzog May 07 - 2018

The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.

Godot gets 2D skeletal deform

By: Juan Linietsky May 04 - 2018

Currently, Godot is pretty comfortable for doing 2D cutout animation, with several games in development making use of this feature. A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This would allow deforming such parts, for a more organic animation feel.

Godot gets CSG support

By: Juan Linietsky Apr 28 - 2018

After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot's amazing architecture to shine.

Introducing the new axis handling system

By: Gilles Roudiere Apr 22 - 2018

For the past months, popular demand has been growing for a way to propery map controller axes in Godot. For a long time Godot was only able to map a single event to an action, making it impossible to deal with analog strengths. Today (after months of discussions), this problem has been solved, and it only took very little amount of changes to the current input mapping system!

Godot's documentation is now open for translation

By: Rémi Verschelde Apr 17 - 2018

Godot has been around for over 4 years, and localized documentation in Spanish, Portuguese, Chinese, French, Russian and many other languages has always been a very requested feature. After a lot of documentation work to ensure that we have a good original English content to translate from, and some more work on setting up a convenient infrastructure for translating and keeping translations up to date, we are now ready to welcome contributions!

GLES2 and GDNative, progress report #4

By: Thomas Herzog Apr 16 - 2018

Latest update on the GLES2 and GDNative developments. This month, a lot of time has been spend on refactoring the way materials work together with shaders, but also the C++ bindings got some nice new make-up!

Godot project management 101

By: Rémi Verschelde Mar 27 - 2018

As we just reached our third goal on Patreon, we are now able to hire Rémi Verschelde (Akien) as full-time project manager and representative! In this article, he gives some insights on what brought him to Godot, how he helped organize the teamwork and became the de facto project manager, as well as plans for the future.

Godot is doing well at GDC 2018!

By: Juan Linietsky Mar 25 - 2018

I went to GDC yet again (this time GDC 2018) trying to see how Godot is doing at the game industry. To my surprise this time, it was quite different..

GLES2 and GDNative, progress report #3

By: Thomas Herzog Mar 21 - 2018

Another month, another progress report! This time with the early beginnings of 3D rendering in GLES2 and some GDNative ecosystem updates.

Join us at GDC during the Godot Meetup 2018!

By: Juan Linietsky Mar 06 - 2018

Will you be attending GDC? If so, please come visit us at our 2018 meetup that we organize together with GitHub.

Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0

By: Juan Linietsky Feb 26 - 2018

The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...

Update on recent VR developments

By: Bastiaan Olij Feb 21 - 2018

Godot VR support is slowly improving. The OpenVR drivers are now supplied through the asset library and we have the first version of our Oculus drivers available!

Preparing for GDC 2018

By: Juan Linietsky Feb 16 - 2018

Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.