Hero Wanted! Help fix the remaining issues for 3.0!

By: Juan Linietsky Nov 07 - 2017

Godot 3.0 is in it's final march towards a stable release, hopefully before year's end. The first Beta will be releases shortly and then candidates and stable... you can help and be a hero!

Godot 3.0 switches to Bullet for physics

By: Juan Linietsky Nov 05 - 2017

When Godot started (a decade ago), there were not many good physics engine available and Godot always had quite demanding API requirements for them (such as Area nodes, KinematicBody, RayCast shapes, etc.), so they were not usable without a lot of modification. This led us to implementing our own custom engine. Now, thanks to the work of Andrea Catania, we are introducing Bullet as a new and better maintained backend for the 3D physics!

Godot 3's renderer design explained

By: Juan Linietsky Sep 24 - 2017

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.

We need your help to improve our documentation system!

By: Juan Linietsky Aug 31 - 2017

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!

A small defense of glTF 2.0 on its comparison against OpenGEX

By: Juan Linietsky Aug 24 - 2017

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.

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

By: Juan Linietsky Aug 11 - 2017

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

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

By: Juan Linietsky Aug 09 - 2017

We are launching a Patreon site ( to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!

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

By: Juan Linietsky Aug 03 - 2017

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...

Beta release for Python support

By: Rémi Verschelde Jul 12 - 2017

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.

Progress report April/May 2017

By: Rémi Verschelde Jun 14 - 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.

Godot 3.0 progress report #6

By: Juan Linietsky Apr 09 - 2017

Another month of work, another progress report. This month work was divided into completing the exporters, GDNative (formerly DLScript) and the new particle system.

GDNative is here!

By: Thomas Herzog Apr 05 - 2017

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.

Godot 3.0, new progress report and GDC

By: Juan Linietsky Mar 12 - 2017

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.

Godot 3.0 new internals, progress report #4

By: Juan Linietsky Feb 04 - 2017

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.

WARNING: HEAD is going unstable!

By: Juan Linietsky Jan 02 - 2017

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.