Shedding light on Godot's development process
By: Juan Linietsky 3 December 2017
Godot keeps growing steadily in both users and contributors, and 3.0 will be our best release yet. As our community keeps expanding, the development process also reshapes to accommodate new contributions. While our process is completely transparent, it is not obvious for a large part of the community how new features, fixes and improvements are added. This short article will attempt to shed some light on it.
Dev snapshot: Godot 3.0 beta 1
By: Rémi Verschelde 30 November 2017
Godot 3.0's development official entered the beta stage last week, which coincides for us with what we name the feature freeze: from now on, no new features will be merged in the master branch, as the focus will be fully on fixing existing issues to stabilize the current feature set. To get broader testing of the feature-frozen branch, we're releasing an official build, Godot 3.0 beta 1, just one month after the previous alpha 2.
Introducing onion skinning for the Godot game engine
By: Juan Linietsky 26 November 2017
Right on time before Beta Freeze, our superstar contributor Pedro Estebanez completed Onion Skinning support! This implementation is really good, and allows visualizing future and past frames. This helps animators have a much greater deal of control on repositioning objects on every frame.
Enjin Coin supports Godot and announces upcoming module
By: Rémi Verschelde 24 November 2017
Godot just got its first platinum sponsor, and we're thrilled to announce that it's Enjin Coin, a smart cryptocurrency designed for virtual goods in games! They are working on a module to integrate their open source framework in Godot 3.
Please help us reach our second Patreon goal so we can hire Thomas part-time!
By: Juan Linietsky 22 November 2017
Our campaign for the initial Patreon goal (hiring Juan full time) has been a huge success thanks to our community's support. Thanks to this, Juan is able to spend a lot more time working on Godot and helping other contributors. However, many areas remain where more dedicated developer time would be highly beneficial to advance the project faster.
Help complete translations for Godot 3.0!
By: Rémi Verschelde 22 November 2017
As we are nearing the 3.0 release, it's the right time to contribute to the localisation effort and make sure that your native language has an accurate and complete translation of the Godot editor upon release.
Godot 3 at the Capitole du Libre 2017
By: Nathan GDQuest 15 November 2017
We will be at the Capitole du Libre this week-end with Julian Murgia and Gilles Roudière. It's one of the largest French events dedicated to Free Software, and it's taking place in Toulouse. Come meet us if you're in the area!
Hero Wanted! Help fix the remaining issues for 3.0!
By: Juan Linietsky 7 November 2017
Godot 3.0 is in it's final march towards a stable release, hopefully before year's end. The first Beta will be releases shortly and then candidates and stable... you can help and be a hero!
Godot 3's VR and AR support
By: Bastiaan Olij 6 November 2017
The past year we've been hard at work behind the scenes adding support for AR and VR to Godot. Support for basic mobile VR and full support for OpenVR is ready for Alpha 2. OpenHMD support is being worked on and we have a working ARKit implementation.
Godot 3.0 switches to Bullet for physics
By: Juan Linietsky 5 November 2017
When Godot started (a decade ago), there were not many good physics engine available and Godot always had quite demanding API requirements for them (such as Area nodes, KinematicBody, RayCast shapes, etc.), so they were not usable without a lot of modification. This led us to implementing our own custom engine. Now, thanks to the work of Andrea Catania, we are introducing Bullet as a new and better maintained backend for the 3D physics!
Dev snapshot: Godot 3.0 alpha 2
By: Rémi Verschelde 31 October 2017
One step closer to the release of Godot 3.0! With this alpha 2 development snapshot, Godot users will be able to preview the upcoming C# support and continue testing the advanced 3D features introduced in Godot 3.0. This snapshot is of course expected to be buggy and unstable, so please be aware that it does not reflect the final state of what Godot 3.0 will be like.
Get ready for the GitHub Game Off with Godot
By: Rémi Verschelde 30 October 2017
GitHub is hosting the 5th edition of its #GameOff jam focused on free and open source tools. As a leading libre 2D and 3D game engine, Godot is a perfect for that jam and it's a great opportunity to give it a try and fall in love with its intuitive yet powerful workflow!
Introducing C# in Godot
By: Ignacio Roldán Etcheverry 21 October 2017
The next alpha release of Godot 3.0 is about to be published and it will be the first version that ships with C# support. This post gives an introduction to C# scripting in Godot and how to use it in your project.
As an Open Source project, Godot is more than a game engine
By: Juan Linietsky 13 October 2017
Godot is a community developed game engine. The development process is becoming tighter and more efficient every day. As the amount of contributors keep growing exponentially, it's a big challenge for us to keep this process efficient and yet improve it.
Godot 3's renderer design explained
By: Juan Linietsky 24 September 2017
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. The motivation behind it was not to achieve the maximum performance in extreme use cases, but accomodate better to most user's needs.
Patreon: First goal achieved!
By: Juan Linietsky 18 September 2017
A little bit over a month ago we launched a Patreon campaign to improve our funding. The first goal, which is allowing our lead developer Juan Linietsky to work full time on the project, has been just met, which is amazing!! Thanks to everyone who helped and contributed!
Let's build great docs for 3.0! Write the Docs every week-end
By: Nathan GDQuest 6 September 2017
Godot 3's API reference is 60% incomplete. With so many changes since 2.0, we must review classes and their descriptions. The engine can only grow and attract tons of users if it has great docs. And this cannot happen without you. Join us this Saturday for the first Godot 3.0 docs Sprint!
We need your help to improve our documentation system!
By: Juan Linietsky 31 August 2017
Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!
Maintenance release: Godot 2.1.4
By: Rémi Verschelde 30 August 2017
Godot 2.1.4 is released and brings a good number of enhancements and bug fixes, as well as some new features backported from the master branch. There is now (beta) support for Universal Windows Platform, advanced string format in GDScript, one-way collisions for TileMaps, an improved debugger, and many other changes which should stay fully compatible with existing 2.1.x projects.
80% funded! Celebrating with a Patreon rewards upgrade
By: Rémi Verschelde 26 August 2017
The first two weeks of our new Patreon campaign have been astounding, with more than $2,400/month pledged by the community to enable us to hire Juan full-time to work on Godot's development. We are 80% of the way up to that goal, and with your help to spread the news we might be able to reach our target $3,000 within a few days! To celebrate this huge progress, we upgraded our Patreon rewards to make them more accessible. We also took this opportunity to satisfy some legal requirements of being a non-profit charity, ensuring that no reward could be interpreted as a taxable business income.
Godot and OpenHMD at the Kiel Open Source and Linux Days
By: Rémi Verschelde 25 August 2017
Godot and OpenHMD (VR library) developers will be at the Kiel Open Source and Linux Days in Kiel, Germany, on Friday 15 and Saturday 16 September 2017. Both projects will have a stand each, and we will make a 1-hour presentation and a 2-hour workflow for aspiring and beginner Godot users.
A small defense of glTF 2.0 on its comparison against OpenGEX
By: Juan Linietsky 24 August 2017
This is a short article clarifying some on my views of why I believe glTF to be a great asset pipeline format, contrarily to the claims of Eric Lengyel's feature comparison of OpenGEX and glTF.
How to make your dream game, publish it and not die in the process
By: Juan Linietsky 11 August 2017
Many devs asked me to write about this for a long time, so sharing my experience for this process.
Support Godot on Patreon! Let's make the best game engine ever, together!
By: Juan Linietsky 9 August 2017
We are launching a Patreon site (https://www.patreon.com/godotengine) to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!
Why we should all support glTF 2.0 as THE standard asset exchange format for game engines
By: Juan Linietsky 3 August 2017
Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...