It's been a loooong time since our previous Godot Community Game Jam in December 2016! We'll host a new one next week-end, from Friday 15 June to Monday 18 June, see the https://itch.io/jam/godotjam062018 for more details.
The existing animation system in Godot was already one of the most powerful of any game engine, but its age was starting to show (it was written 10 years ago and barely improved). The new one builds upon the strengths of the previous one but does massive improvements to features and usability.
We have released a tool to repair APK files released with older versions of Godot. A fix for this will also be integrated in upcoming Godot releases.
Guest blog post by Michael Bridges from GameDev.tv, explaining how to import 3D models and animations from Blender using Godot's "Better" Collada exporter.
The GLES2 backend is getting closer and closer to completion, this progress report shows a detailed overview of the steps taken to implement PBR.
Godot 3.0.3 RC3 is out! We've done a lot of work to make the mono export experience better for Windows users. Please help us test and debug this release!
After games being published using Godot on Google Play for almost 8 years with no problems, Google decided they don't like the format we use for exporting any more and is suspending many published games. Here's how to fix your APK to upload it again.
Ben Tristem and his GameDev.tv team, authors of many best-selling game development courses on the online platform Udemy, are now kickstarting a Godot Engine course! They strongly believe in Godot and want to make top quality content for all kinds of users. Ben tells us in a video what they like in Godot and why they are so enthusiastic about it.
Work is ongoing to completely overhaul Godot inspector. This was a pending assignment for me since even before Godot was open sourced but, as always, other issued had priority.
Godot 3.1 is getting many improvements on the physics side, and one of those is the new ragdoll system. Physics maintainer Andrea Catania presents the work he did on this topic and how to get started with physical bones and ragdoll simulation.
This is the second release candidate for what will become Godot 3.0.3. In this release we overhauled the new buildsystem (again) and fixed quite a few bugs. Please go forth and test!
The progress of last month was largely defined by stabilizing the 3D renderer with many smaller fixes, but work on the PRB side of things has begun and the GDNative system also saw some quality-of-life changes again, with improvements to the GDNativeLibrary resource as well as an API to provide safe type-casting in NativeScript.
Currently, Godot is pretty comfortable for doing 2D cutout animation, with several games in development making use of this feature. A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This would allow deforming such parts, for a more organic animation feel.
This is the first release candidate for what will become Godot 3.0.3. In this release we have initial support for Mono export for desktop platforms. Please test this release and report bugs!
After years of discussion on how to implement CSG, Godot finally gets suport for it. This implementation is simple, but makes use of Godot's amazing architecture to shine.