news

Simplex noise lands in Godot 3.1

By: Joan Fons Sep 19 - 2018

Simplex noise generation has just landed in Godot 3.1, using the unencumbered OpenSimplex implementation. It allows generation of 2D, 3D and 4D noise with a few lines of code with applications for procedural generation and visual effects.

Hero Wanted! (3.1 version)

By: Juan Linietsky Sep 08 - 2018

Looking for a good chance to learn about Godot internals and development? Want to become a hero and help with the release of Godot 3.1? This is your chance!

Dev snapshot: Godot 3.1 alpha 1

By: Rémi Verschelde Aug 31 - 2018

Godot 3.1 is shaping up nicely, and the master branch is finally ready for wider testing from the community. With this snapshot, we're entering the alpha stage and focus will now be solely on bug fixing and stabilizing the development version, up until we release Godot 3.1-stable.

Meet the community at GodotCon Poznań 2018

By: Rémi Verschelde Aug 28 - 2018

We're organizing a new GodotCon in Poznań, Poland on Wed 10 & Thu 11 October 2018, right before the Game Industry Conference (same location). Our lead developer Juan Linietsky will be there (flying in from Argentina), as well as many other core developers and Godot users, and we'd love you to join us there!

Soft Body in Godot 3.1

By: Andrea Catania Aug 07 - 2018

It is now possible to create cloth simulation and soft bodies by just adding a node. In the following tutorial, you will learn how to create a **Soft Ball** and a **Cloak**.

Skeleton Inverse Kinematic - Godot 3.1

By: Andrea Catania Aug 05 - 2018

Skeleton Inverse kinematic announcement with tutorial video

Maintenance release: Godot 3.0.6

By: Hein-Pieter van Braam Jul 29 - 2018

Godot 3.0.6 fixes an important security issue. In addition we've added the 'headless' build for CI use and fixed several C# issues.

Maintenance release: Godot 2.1.5

By: Rémi Verschelde Jul 28 - 2018

Godot 2.1.5 is released with hundreds of bug fixes and enhancements made by the community over the last 11 months! It features various distribution changes for Android and iOS, as well as new platform features like hardware cursor acceleration and multitouch events. The binaries now come with the same crash handler as Godot 3.0, and dozens of improvements have been made to the "Godot 2 to 3 converter" which you can use to port your Godot 2 projects to the new format. Last but not least, this release fixes security vulnerabilities in Godot's marshalling code (also going to be fixed in Godot 3.0.6 in coming hours) which can affect Godot servers.

Why we broke your PR

By: Hein-Pieter van Braam Jul 25 - 2018

As some of you probably noticed a lot of PRs on the backlog now need a rebase because of PR 20137

GSoC 2018 progress report #1

By: Rémi Verschelde Jul 25 - 2018

Godot participates in the Google Summer of Code for the first year, and we have five students working on exciting projects: Godot Blender exporter; MIDI and SoundFont support; GDNative video decoders; WebRTC support for multiplayer games; Gear VR and Daydream support. In this post, our GSoC students give you an update on their current progress and the next steps for their projects.

GLES2 and GDNative, progress report #7

By: Thomas Herzog Jul 23 - 2018

After all the light types are implemented, the next step is to implement shadow mapping, with all its frustrating implementation details ;)

Optional typing in GDScript

By: George Marques Jul 22 - 2018

Exposing the new addition to GDScript: optional type hints and all the perks it brings.

Dev snapshot: Godot 2.1.5 RC2

By: Rémi Verschelde Jul 19 - 2018

Some love for the users of the old stable 2.1 branch: Godot 2.1.5 is still being worked on and we now have a second release candidate. If all goes well, the stable release should only be a few days away.

Godot 3.1 will get many improvements to KinematicBody

By: Juan Linietsky Jul 17 - 2018

One of the features that make Godot stand out is how easy it is to use the physics engine for non-physics games. For Godot 3.1, several improvements are being worked on.

Visual Shader Editor is back

By: Juan Linietsky Jul 14 - 2018

After some weeks of work, the new visual shader editor is ready for testing!