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.
Join the Hacktoberfest and contribute to Godot!
By: Rémi Verschelde 1 October 2016
Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!
Why does Godot use Servers and RIDs?
By: Juan Linietsky 24 September 2016
If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.
A change of Image
By: Juan Linietsky 22 September 2016
Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don't really care much about keeping a reference. One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).
Godot's new high level networking preview is up!
By: Juan Linietsky 20 August 2016
Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...
More programming languages in Godot, want to help?
By: Juan Linietsky 10 August 2016
There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.
Godot reaches 2.1 stable!
By: Juan Linietsky 9 August 2016
After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. Just like 2.0, this version focuses almost exclusively on further improving usability and the editor interface.
Last call before take-off: Godot 2.1 RC2
By: Rémi Verschelde 3 August 2016
The 2.1-stable release is imminent, so to make sure everything will work as expected, here's a new release candidate with its load of bugfixing and small enhancements.
Godot 2.1 RC1 is out!
By: Juan Linietsky 24 July 2016
Our first Release Candidate for Godot 2.1 is here! If you don't find enough bugs, this will be our final candidate, so better get testing!
Help us complete Godot's API reference!
By: Rémi Verschelde 14 July 2016
The class reference has seen a lot of work over the last 3 months, and could still use more hands to help document all the classes, methods, constants, member variables and signals for the complete Godot API! With a handful of contributors it's a huge job, but with the help of the community we can make it pretty fast!
Godot 2.1 reaches beta, ready for testing!
By: Juan Linietsky 12 July 2016
After 5 months of development and more than 1,600 commits, we are pretty happy with the state of the upcoming 2.1 version, and therefore release a beta for the community to test and give feedback upon! This new releases had again an important focus on usability, making Godot a very convenient and pleasing engine to use!
Maintenance release: Godot 184.108.40.206
By: Rémi Verschelde 9 July 2016
Godot 2.0.4 is released, with many bug fixes and improvements, as well as greatly enhanced documentation and new versions for embedded libraries!
Showcase your Godot game on our website!
By: Rémi Verschelde 27 June 2016
We added a Showcase page to the website, to show the world that yes, Godot is a great engine used to make creative and good looking games!
Mozilla awards Godot Engine as part of the MOSS “Mission Partners” program
By: Juan Linietsky 22 June 2016
Mozilla awards Godot Engine USD 20,000 as part of the MOSS “Mission Partners” program, to support the development of Godot's WebAssembly and WebGL 2 integration.
Godot Community Game Jam - June 2016
By: Rémi Verschelde 3 June 2016
After the success of the previous game jam in March, we launch a new community game jam for the month of June 2016, with the theme "Procedural". Go to https://itch.io/jam/godotjam062016 to partake in the jam, alone or in a team with other community members!
你好 мир, Godot habla deine language désormais!*
By: Rémi Verschelde 28 May 2016
Internationalization support has been added to the editor in the current development branch! Translators are now encouraged to contribute as many languages as possible so that we can have a great multilingual 2.1 release!
Maintenance release: Godot 2.0.3
By: Rémi Verschelde 13 May 2016
Godot 2.0.3 is released, with many bug fixes and improvements, updated documentation, and various interesting distribution changes!
Fill in the blank in the class reference
By: Rémi Verschelde 27 April 2016
Godot's API reference is far from complete, but it's an effort to which every member of the community can partake! We organise a class reference writing campaign to aim towards 100% completion for Godot 2.1!
Maintenance release: Godot 2.0.2
By: Rémi Verschelde 8 April 2016
Features various bug fixes and editor usability improvements, notably in the script editor. This time, the official binaries are also built without OpenSSL and not compressed with UPX.
The community forum is back!
By: Rémi Verschelde 4 April 2016
Some members of the community have set up a new Godot Developers forum, with the contents from the old forum as well as many new features to showcase games and share content. We also set up an official YouTube channel for Godot and uploaded a showcase video of some very nice games developed with Godot!
Godot aims for mainstream
By: Juan Linietsky 1 April 2016
APRIL FOOLS' DAY JOKE! -- The most important feedback we got at GDC is that Godot is different from the most popular game engines, and thus confusing and quite badly known in the industry. So in order to become more popular we decided to make Godot more like the other mainstream engines, by taking some radical decisions.
Godot at GDC 2016, aftermath
By: Juan Linietsky 19 March 2016
GDC (or Game Developer's Conference) is an event hosted every year in San Francisco at some point of March. The point of GDC is to reunite as much as possible of the videogame development industry in a single week. The past week, we took Godot to this event!
Updates on the release cycle – and Godot 2.0.1
By: Rémi Verschelde 7 March 2016
After the lengthy development of Godot 2.0, we decided to try to have a shorter release cycle (therefore with several releases in the 2.x branch instead of the massive 2.1 release planned up to now) and to provide maintenance releases for the current stable branch. As a start, Godot 2.0.1 is released with several usability enhancements and bug fixes.
By: Juan Linietsky 27 February 2016
For a while users have requested they can extend Godot without having to modify the core C++ codebase. We have begun implementing this in the form of plugins. Support is experimental on GitHub HEAD but there should be enough resources to get to work.