Dev snapshot: Godot 3.1 beta 4

By: Rémi Verschelde Feb 12 - 2019

The last couple of weeks have been busy, as many core developers were meeting in Brussels for the Godot Sprint, FOSDEM and GodotCon. Nevertheless, other contributors have kept working in the meantime, and some of the Godot Sprint attendees also did some welcome bugfixing, so we have enough content for a new beta 4 build. We're quite close to being ready for a first release candidate.

GDquest Kickstarter Stretch Goals, Free Tutorials and Demos

By: Nathan GDQuest Jan 31 - 2019

The Kickstarter got funded in 4 days! We're hard at work on new tutorials and demos you can get right now. We've also announced 3 stretch goals to contribute more Free content for the entire community.

Schedule for GodotCon 2019 in Brussels

By: Rémi Verschelde Jan 29 - 2019

GodotCon, the yearly Godot Engine event in Brussels, Belgium, is right around the corner! Here's the current schedule of talks and workshops for the event, with a short presentation of the speakers. You can still register to join us on February 4 & 5, 2019, as well as propose a talk or workshop.

Dev snapshot: Godot 3.1 beta 3

By: Rémi Verschelde Jan 27 - 2019

We've been hard at work fixing bugs since the Godot 3.1 beta 2 last week, and our new beta 3 snapshot is a lot closer to what we want the final 3.1 to be like. We've reviewed the many bug reports filed in the 3.1 milestone over the last few weeks, and many of them have been resolved, or postponed to the next milestone when they were not critical. The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed.

GDquest Kickstarter: learn 2d and 3d game creation with Godot

By: Nathan GDQuest Jan 18 - 2019

We are crowdfunding 2d and 3d training series for Godot once again! With our last campaign, we made both paid and free tutorials, contributed to the official documentation, and to Godot's demos. We want to do more, but for that, we need your help.

Dev snapshot: Godot 3.1 beta 2

By: Rémi Verschelde Jan 18 - 2019

We're making good progress on fixing the most critical bugs for Godot 3.1, and it's now time for another beta build for testers to work with. This brings us one step closer to the final release, with notably many crashes fixed. A major performance regression in the GLES2 backend has also been fixed.

Dev snapshot: Godot 3.1 beta 1

By: Rémi Verschelde Jan 08 - 2019

We're now entering the beta phase for Godot 3.1, and the release freeze, which means that only major bug fixes will now be merged in the master branch until 3.1 is released. This first development snapshot, 3.1 beta 1, brings a week's worth of bug fixes and enhancements merged in the master branch since the alpha 5 release.

Introducing Japanese indies to Godot

By: Nathan GDQuest Jan 06 - 2019

Godot isn't well-known in Japan just yet, like in many other countries all around the world. I got the chance to present it to indie developers in Tokyo and in Kyoto. Here's a quick report and an example of how you can help raise awareness about the engine where you are.

Dev snapshot: Godot 3.1 alpha 5

By: Hein-Pieter van Braam Jan 02 - 2019

Godot 3.1 alpha 5 is released, with 31 PRs merged since the previous alpha last week. This is the last alpha, we're now moving into the beta stage, where only critical bug fixes will be considered for merging until we are happy with the overall stability of the master branch.

Dev snapshot: Godot 3.1 alpha 4

By: Rémi Verschelde Dec 22 - 2018

Godot 3.1 alpha 4 is released, with 97 PRs merged since the previous alpha last week. It should be the last alpha release, as we're now moving into the beta stage, where only critical bug fixes will be considered for merging until we are happy with the overall stability of the master branch.

Call for participation for GodotCon 2019

By: Rémi Verschelde Dec 18 - 2018

We have a full week of Godot-related events upcoming in Brussels, Belgium, with the Godot Sprint (31 Jan & 1 Feb 2019), FOSDEM (2-3 Feb 2019) and GodotCon (4-5 Feb 2019)! The venue for the Sprint and GodotCon has now been found, it will be the Ludus Académie in Brussels. We're now asking for proposals of talks, workshops, etc. from GodotCon attendees. The speakers lineup will be announced on this blog in January.

Dev snapshot: Godot 3.1 alpha 3

By: Rémi Verschelde Dec 12 - 2018

A new development snapshot straight out of Godot's master branch is released, giving a preview of what Godot 3.1 will be. It's meant for testers to experiment with and report all the issues that they find with it, to ensure that Godot 3.1 will be a stable and pleasant release.

Godot Patreon and goals updated, help us hire Pedro Estébanez

By: Juan Linietsky Nov 23 - 2018

It has been a year since we started actively asking for donations. Thanks to that, I could work paid for an entire year so far (which has resultend in dozens of new features and helping a huge amount of contributors).

Fixing tangents for accurate normal maps

By: Bastiaan Olij Nov 21 - 2018

Correct tangents and bi-tangents are required for applying normal maps and newer effects such as the depth/parallax effect in the shader. Support for this has been spotty so we took the time out to fill in the gaps. These changes do have some consequences.

Will your contribution be merged? Here's how to tell

By: Juan Linietsky Nov 19 - 2018

The pull request workflow is great, because it allows proposing changes to the codebase in a way where they can be evaluated, reviewed (with feedback) and eventually merged or rejected. Despite this, a large amount of pull requests get rejected for reasons that are often unclear to new contributors, so this article aims at clarifying the process and underlying motives for PR reviewers' decisions.