Dev snapshot: Godot 2.1.5 beta 2
By: Rémi Verschelde 15 March 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 6 March 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 4 March 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 26 February 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 25 February 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 23 February 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 21 February 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 19 February 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 16 February 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 12 February 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 29 January 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 24 January 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 23 January 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 20 January 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 14 January 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 10 January 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 8 January 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 2 January 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 21 December 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 14 December 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 11 December 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.
Let people touch Godot!
By: Pedro J. Estébanez 9 December 2017
Maybe you have already seen an AdPod around. They are three-sided giant multitouch capable screens. The company behind them customizes them for very important customers for promotion campaings for things like movies (Disney, Universal). They "skin" the device cosmetically for the targeted product and develop interactive apps that run on them. People walking by can interact with them, something which creates great product awareness and also entertains. Now they have decided to use Godot for such development work! The switch from the well-known non-free engine they were using formerly has been a wise decision.
Bugs: Let's catch 'em all this Saturday 9 December
By: Rémi Verschelde 8 December 2017
Both testers and developers are doing a great job, but we need to go ever faster to get Godot 3.0 out as soon as possible - especially now that the master branch is in feature freeze, meaning that new features will have to wait for Godot 3.1 to be merged. We propose to have a special bug hunting day on Saturday, 9 December, to focus on fixing the bugs reported for the 3.0 milestone. Testers are also encouraged to use this opportunity to file new bug reports, after checking existing issues for potential duplicates.
Hero Wanted campaign for fixing final bugs launchs!
By: Juan Linietsky 6 December 2017
We are all working hard on fixing the remaining issues for delivering a stable Godot 3.0 as soon as possible, but we definitely need a hand to speed up the work!
Godot 3 at the Capitole du libre
By: Nathan GDQuest 5 December 2017
We met with Julian and Gilles at the Capitole du Libre 2017 in Toulouse. It's one of the largest French events dedicated to Free Software. We went there to showcase Godot 3 and try to introduce new users to it. Here's our report, with a bonus presentation.