Blog

Rémi Verschelde Rémi Verschelde  - 10 October 2019

Schedule for GodotCon 2019 in Poznań

The GodotCon 2019 in Poznań, Poland is nearing, so here is the preliminary schedule of talks and demos, as well as presentations of the speakers. Content will be updated with the actual time schedule for the two days of GodotCon, and possibly additional talks.

George Marques George Marques  -  9 October 2019

CFP: Game Development room at FOSDEM 2020

We organize a devroom focused on free and open source Game Development at the FOSDEM 2020 in Brussels, on February 1-2, 2020. We ask any interested developer or user of FOSS game development tools or games to send us their talk proposals until December 1, 2019.

Rémi Verschelde Rémi Verschelde  -  6 October 2019

Dev snapshot: Godot 3.2 alpha 1

After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1, our first milestone towards the next stable installment of our free and open source game engine. It brings new features such as an Android plugin/custom build system, C# support for Android, WebRTC support and WebSocket improvements, a fully reworked Visual Shader editor, ARKit and Oculus Go/Quest support and many more.

Rémi Verschelde Rémi Verschelde  -  2 October 2019

Heroic Labs supports Godot development

We are happy to announce that Heroic Labs is now supporting Godot's development as Platinum sponsor! For this occasion, we asked Heroic Labs co-founder Mo Firouz to write some words about the company, why they choose to support Godot and their plans to integrate Nakama with our engine.

Fabio Alessandrelli Fabio Alessandrelli  - 28 September 2019

Basic cryptography, SSL improvements

As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.

Juan Linietsky Juan Linietsky  - 18 September 2019

George Marques will be working full time for the project

After some months, the project has received enough funding to be able to do a new full time hire! Thanks hugely to everyone who is supporting us, as your help has allowed us reaching this far!

Rémi Verschelde Rémi Verschelde  -  8 September 2019

GSoC 2019 progress report #3

For the second time, Godot took part in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. We had 8 students working for on great new features all around the engine, and in this third and last progress report, they outline the final state of their GSoC work, how to use it (when relevant) and future steps that they might envision for the feature they worked on.

Juan Linietsky Juan Linietsky  -  4 September 2019

Introducing the Godot Proposals repository

The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports.

Juan Linietsky Juan Linietsky  -  2 September 2019

Vulkan progress report #3

Work on porting the rendering engine to Vulkan continues at a steady pace.

Fabio Alessandrelli Fabio Alessandrelli  - 22 August 2019

WebSocket updates, UDP multicast

UDP multicast support, WebSocket updates, demos, a new tutorial.

Rémi Verschelde Rémi Verschelde  - 21 August 2019

GSoC 2019 progress report #2

Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.

Juan Linietsky Juan Linietsky  -  3 August 2019

Vulkan progress report #2

In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!

Rémi Verschelde Rémi Verschelde  - 23 July 2019

Meet the community at GodotCon Poznań 2019

For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.

Rémi Verschelde Rémi Verschelde  - 18 July 2019

GSoC 2019 progress report #1 (part 2)

Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).

Rémi Verschelde Rémi Verschelde  - 17 July 2019

GSoC 2019 progress report #1 (part 1)

Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).

Ignacio Roldán Etcheverry Ignacio Roldán Etcheverry  - 12 July 2019

C# support on Android

Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.

Rémi Verschelde Rémi Verschelde  - 11 July 2019

Maintenance release: Godot 2.1.6

Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.

Bastiaan Olij Bastiaan Olij  - 11 July 2019

Godot 3.2 ARVR update

Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.

Juan Linietsky Juan Linietsky  -  1 July 2019

Vulkan progress report #1

While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.

Fabio Alessandrelli Fabio Alessandrelli  - 19 June 2019

WebRTC support, progress report #3

WebRTC for the High Level Multiplayer API is here! Featuring a fully peer to peer mesh network. Documentation is now available for WebRTC classes, a tutorial and two new demos has been added.

Nathan GDQuest Nathan GDQuest  -  7 June 2019

Let's complete the docs: Godot 3.2 Docs Sprint

We're starting a series of docs sprints once again to make Godot's reference and documentation as good as they can be! Together, we can improve everyone's experience using the engine.

Rémi Verschelde Rémi Verschelde  -  4 June 2019

Dev snapshot: Godot 2.1.6 RC 1

It's been a long time since our previous release in the 2.1 branch! The upcoming 2.1.6 release is intended to address new requirements from Google Play and Apple store, as well as update thirdparty libraries to recent versions to fix known security vulnerabilities (in particular in libpng and openssl).

Yuri Roubinsky Yuri Roubinsky  - 22 May 2019

Major update for Visual Shaders in Godot 3.2

With the Godot 3.1 release, the Visual Shader editor was recreated from the ashes of its Godot 2.x ancestor. While usable and packed with visual features, Visual Shaders lacked many features from their Shader (script) big brother. A new update has been prepared for Godot 3.2 to solve this problem.

Fabio Alessandrelli Fabio Alessandrelli  - 21 May 2019

WebRTC support, progress report #2

Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.