News

Beta release for Python support

By: Rémi Verschelde 12 July 2017

Emmanuel Leblond (touilleMan) just released the first beta of his Python for Godot interface, which will allow developers to use Python 3 and its complete ecosystem as a scripting language in Godot 3.0.

Tests needed for Godot 2.1.4-rc

By: Rémi Verschelde 25 June 2017

Today's beta build for the upcoming Godot 2.1.4 version brings two months worth of development, including both bug fixes and new features, some of which potentially bolder than usual - with the long wait for Godot 3.0, many 2.1.x users grow restless and push to get the latest and shiniest included in the stable branch ;) As such, testers needed to make sure everything works flawlessly!

Make 2d games with Godot, last day on Kickstarter

By: Nathan GDQuest 20 June 2017

There are but a few days left on the Kickstarter campaign. It's been an enormous success, with over 4 times the initial goal! The backers unlocked every stretch goal, including 4 contributions to the official documentation. Here's what will improve in the coming year.

Progress report April/May 2017

By: Rémi Verschelde 14 June 2017

The Godot Engine contributors were not idle during Juan's long holidays - lots of interesting features were implemented over the last two months, and they all converge towards making Godot 3.0 an impressive release! This progress reports covers the work done by all contributors apart from Juan, who will showcase his recent renderer improvements in the next progress report.

Make Professional 2d Games with Godot: Kickstarter LIVE

By: Nathan GDQuest 22 May 2017

Do you want to become a better game developer with Godot? GDquest, who makes game creation tutorials with open source tools, is on Kickstarter, with our full support!

Godot course on Kickstarter next Monday!

By: Rémi Verschelde 15 May 2017

GDquest, content creator and gamedev teacher of Krita and Godot fame, will soon start a Kickstarter campaign for a professional quality game creation course targeting the upcoming Godot 3! Among Godot developers, we are all thrilled about the project and want it to be a huge success, so mark the date and be sure to support the campaign!

Maintenance release: Godot 2.1.3

By: Rémi Verschelde 12 April 2017

Here's the newest maintenance release in the current stable branch, Godot 2.1.3. It features various bug fixes and usability improvements, as well as some new features such as enums in GDScript, the ability to change the cost function in the A-star algorithm, various API additions and a (work in progress) tool to convert 2.1.x projects to the format expected by Godot 3.0 alpha.

Godot 3.0 progress report #6

By: Juan Linietsky 9 April 2017

Another month of work, another progress report. This month work was divided into completing the exporters, GDNative (formerly DLScript) and the new particle system.

GDNative is here!

By: Thomas Herzog 5 April 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 28 March 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 12 March 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 16 February 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 4 February 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 21 January 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 18 January 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 2 January 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 31 December 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 15 December 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 4 December 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 17 November 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 15 November 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 1 November 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 31 October 2016

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

Making shaders more accessible

By: Juan Linietsky 6 October 2016

For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.

Our point'n'click framework is finally out!

By: Ariel Manzur 1 October 2016

The long-awaited framework to create point & click adventure games, initially promised during the Kickstarter for The Interactive Adventures of Dog Mendonça and Pizzaboy®, is finally available. It is of course open source, and comes with a great manual written by Ariel Manzur and the FLOSS Manuals FR team.