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..
Dev snapshot: Godot 2.1.5 RC 1
By: Rémi Verschelde Mar 24 - 2018
Feedback has been quite good on the past two beta builds for the upcoming Godot 2.1.5 (providing legacy support for users of Godot 2), so we're now publishing a release candidate. If all goes well (no new regression reported), that should more or less be the 2.1.5 final release. So make sure to test it thoroughly!
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.
Sketchfab integrates with Godot
By: Pedro J. Estébanez Mar 20 - 2018
Sketchfab is a well-known site where you can browse a big library of 3D models and download them for use in your own projects. Many of them are free, covered by open licenses. They have just announced their download API, which allows third-parties to integrate with it, giving any application access to hundreds of thousands of models in glTF, a standard format that many tools, Godot included, understand. They have integrations for other famous game engines, like Unity and Unreal and have decided to provide an official plugin for Godot!
Dev snapshot: Godot 2.1.5 beta 2
By: Rémi Verschelde Mar 15 - 2018
One step closer to releasing 2.1.5 (our "old stable" branch) with this new beta 2 build! If you are still working with Godot 2.1 for any reason, make sure to give it a try and ensure that your projects still work as intended. If all goes well we will soon make a release candidate build and then the stable one.
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.
Maintenance release: Godot 3.0.2
By: Hein-Pieter van Braam Mar 04 - 2018
We've found several small regressions in Godot 3.0.1. This maintenance release addresses these and also add some features for our C# users.
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...
Maintenance release: Godot 3.0.1
By: Hein-Pieter van Braam Feb 25 - 2018
We are pretty happy with the overall stability of Godot 3.0, that we released in late January. Still, we want to provide the best level of support to our users, so we are going to make regular maintenance releases for the 3.0 branch, to bring backward-compatible bug fixes and enhancements to all users. Our aim is that you should be able to just upgrade to 3.0.1 and continue developing your 3.0 projects without any change (apart from C# support, which is still in alpha and thus a moving target). Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed.
Introduction and Godot 3.0.1-rc1
By: Hein-Pieter van Braam Feb 23 - 2018
We've released the release candidate for the first patch release of the Godot 3.0 branch. This is what is going to be 3.0.1. We've added many fixes and some enhancements to make your lives as Godot users (even) better. Please see the article for details on the release and we'd like to ask all our users to test!
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!
Dev snapshot: Godot 2.1.5 beta 1
By: Rémi Verschelde Feb 19 - 2018
As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.
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.
Godot 3.0 is out and ready for the big leagues
By: Juan Linietsky Jan 29 - 2018
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other features!
Dev snapshot: Godot 3.0 RC 3
By: Rémi Verschelde Jan 24 - 2018
Yet another iteration in the last week before 3.0 stable - this third release candidate should fix the main issues found in 3.0 RC 2, and bring us very close to what the stable release should be. Please test it extensively, it's (probably) the last call before takeoff!
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.
Dev snapshot: Godot 3.0 RC 2
By: Rémi Verschelde Jan 20 - 2018
The long-awaited release is finally here, Godot 3.0... RC 2 ;) The actual stable release is still planned for January 2018, but we have various recent bug fixes that need broader testing before we can label the current master branch "stable" and move on towards the next milestone. You can already expect a third (and hopefully last) RC early next week, and the stable release shortly after.
Dev snapshot: Godot 3.0 RC 1
By: Rémi Verschelde Jan 14 - 2018
Things have sped up a lot in the Godot development team since the beginning of 2018, to be able to finalize 3.0 and release it in January. The release freeze has been announced, meaning that enhancements and non-critical bug fixes are no longer being merged, to ensure that the master branch can stabilize and eventually be ready for the final release. This means of course that many known issues won't be fixed for 3.0, but will have to wait for 3.1 or for the maintenance 3.0.x releases which should start arriving in February.
GodotCon 2018: Venue and Call for Proposals
By: Rémi Verschelde Jan 10 - 2018
Our GodotCon 2018 is approaching and will take place at Ludus Académie in Brussels on February 5 & 6. It's your last chance to register if you want to attend the event, and it's now also the time for all participants to think about talks, workshops or other activities that they would like to have during GodotCon, and then send us their proposals.
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.
Dev snapshot: Godot 3.0 beta 2
By: Rémi Verschelde Dec 21 - 2017
After three weeks of testing of the 3.0 beta 1 snapshot, we're now ready for a new beta release fixing many of the reported issues and then some! It also includes a surprise lightmapper from Juan, and many usability enhancements provided by our numerous contributors. The final 3.0 release is now very close, so stay tuned for more news and the release candidate!
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.
Get ready for FOSDEM and GodotCon 2018!
By: Rémi Verschelde Dec 11 - 2017
In February 2018, the Godot Engine community invites you to meet together at the FOSDEM (3 & 4 Feb) and the GodotCon (5 & 6 Feb), both in Brussels, Belgium and with dozens of Godot users and contributors, including our lead developer Juan Linietsky coming all the way from Buenos Aires. FOSDEM is a huge free and open source software-focused event with over 8000 attendees. Coming right after FOSDEM in the same city, GodotCon is a small but Godot-focused event with talks, workshops and many activities around our favourite engine.