news

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.

Meet the Nodes - Godot event in Paris

By: Rémi Verschelde Mar 28 - 2017

Get ready to Meet the Nodes in person: we are organising a Godot event on Saturday 22 April 2017 in Paris, where many Godot developers will be giving talks, lead workshops or just be available to discuss the engine and game development! This will be a great occasion for European community members to meet Godot's lead developer, Juan Linietsky (reduz), who usually lives in Argentina.

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.

Only two buttons, but dozens of games!

By: Rémi Verschelde Feb 16 - 2017

Godot's Dec 2016 - Jan 2017 Community Game Jam ended with 41 entries, including some very interesting games! Check the jam winners in this post: Astrid - The Meow Night Shadow, 2 and 3, Two Taps Racer!

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.

Maintenance release: Godot 2.1.2

By: Rémi Verschelde Jan 21 - 2017

Here comes a new maintenance release in the current stable branch, Godot 2.1.2. It features various bug fixes and usability improvements, as well as brand new IPv6 support in the networking API, a better audio driver initialization reducing the latency, ternary operators in GDScript and out of the box split screen mode for 2D!

Meet us at FOSDEM 2017 and GodotCon

By: Rémi Verschelde Jan 18 - 2017

The Godot Engine community is officially attending the FOSDEM 2017 in Brussels, Belgium on Feb 4-5, and also organises its own "GodotCon" event in Brussels the next two days (Feb 6-7). All interested Godot users and contributors are invited to join us for a great real life meeting!

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 Community Game Jam - Dec 2016 / Jan 2017

By: Rémi Verschelde Dec 15 - 2016

After the success of the previous game jams in March and June, we launch a new community game jam for the new year, with the theme "Two buttons". Go to https://itch.io/jam/godotjam122016 to partake in the jam, alone or in a team with other community members!

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.

Maintenance release: Godot 2.1.1

By: Rémi Verschelde Nov 17 - 2016

Three months after the release of Godot 2.1, we finally have the first maintenance release in the current stable branch. Rich of 271 new commits, it brings many bug fixes, enhancements and even some new features backported for the master branch! Highlights are OSX gamepad support, AStar implementation and some advanced drag and drop features in the editor!

Onward to the new 3D renderer

By: Rémi Verschelde Nov 15 - 2016

We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.

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.

The Asset Library web frontend reaches beta

By: Rémi Verschelde Oct 31 - 2016

After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!