devblog

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 (https://www.patreon.com/godotengine) 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.

Godot's new renderer, progress report #3

By: Juan Linietsky Dec 31 - 2016

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.

Godot's new renderer, progress report #2

By: Juan Linietsky Dec 04 - 2016

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.

Godot's new renderer, progress report #1

By: Juan Linietsky Nov 01 - 2016

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.

Making shaders more accessible

By: Juan Linietsky Oct 06 - 2016

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.