devblog

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

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.
01
Nov 2016

Juan Linietsky

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.
06
Oct 2016

Juan Linietsky

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.
24
Sep 2016

Juan Linietsky

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).
22
Sep 2016

Juan Linietsky