devblog

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.

GLES2 and GDNative, progress report #2

By: Thomas Herzog Feb 12 - 2018

Because of the big release there have been many GDNative related tasks that needed to be addressed. Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running.

GLES2 and GDNative, progress report #1

By: Thomas Herzog Jan 23 - 2018

Thanks to our very supporting patrons I have the opportunity to work part-time on Godot! My work will be mostly about implementing an OpenGL ES 2.0 compatible rendering backend for Godot 3.1, as well as maintaining the GDNative system and bindings. The first month I spent on getting started and familiar with the rendering in Godot.

Next Patreon goal: Help us hire Rémi Verschelde (Akien) full time!

By: Juan Linietsky Jan 08 - 2018

So far we have been a few months on Patreon and the net result has been overwhelmingly positive, as we get enough funds each month to hire our lead developer and an intern! Still, it's time to start thinking about our next hire to continue speeding up Godot's development as well as its visibility and relevance in the gamedev industry.

A look at the GDNative architecture

By: Thomas Herzog Jan 02 - 2018

GDNative changed a lot since it was first introduced. From being a scripting-centered module it quickly became a more general purpose tool than we initially assumed. Here we present the way GDNative and related technologies work together.

Introducing the new "last minute" lightmapper

By: Juan Linietsky Dec 14 - 2017

A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.

Let people touch Godot!

By: Pedro J. Estébanez Dec 09 - 2017

Maybe you have already seen an AdPod around. They are three-sided giant multitouch capable screens. The company behind them customizes them for very important customers for promotion campaings for things like movies (Disney, Universal). They "skin" the device cosmetically for the targeted product and develop interactive apps that run on them. People walking by can interact with them, something which creates great product awareness and also entertains. Now they have decided to use Godot for such development work! The switch from the well-known non-free engine they were using formerly has been a wise decision.

Bugs: Let's catch 'em all this Saturday 9 December

By: Rémi Verschelde Dec 08 - 2017

Both testers and developers are doing a great job, but we need to go ever faster to get Godot 3.0 out as soon as possible - especially now that the master branch is in feature freeze, meaning that new features will have to wait for Godot 3.1 to be merged. We propose to have a special bug hunting day on Saturday, 9 December, to focus on fixing the bugs reported for the 3.0 milestone. Testers are also encouraged to use this opportunity to file new bug reports, after checking existing issues for potential duplicates.

Hero Wanted campaign for fixing final bugs launchs!

By: Juan Linietsky Dec 06 - 2017

We are all working hard on fixing the remaining issues for delivering a stable Godot 3.0 as soon as possible, but we definitely need a hand to speed up the work!