Online GodotCon July 2021 - Call for participation
After the success of our January 2021 event, we are organizing another Online GodotCon in July 2021! You have until 25 April 2021 to send us your talk and demo proposals.
After the success of our January 2021 event, we are organizing another Online GodotCon in July 2021! You have until 25 April 2021 to send us your talk and demo proposals.
After months of internal debate, we have decided to deal once and for all with a hot topic and the source of much criticism. Godot is being rebranded in order to gain wider appeal and acceptance.
Here's a new Release Candidate for Godot 3.3 fixing most of the outstanding regressions, and thus bringing us very close to the stable release. Make sure to give it a try and let us know if you run into any new issue compared to Godot 3.2.3.
If you are following my progress, you might have noticed that I took a two month break from rendering to work on many long standing editor improvements and features.
Godot on the Web is feeling more and more like native, getting performance improvements (20% faster load time), easier customizations, and more!
We decided to rename the upcoming version 3.2.4 to Godot 3.3 to better reflect how feature-packed it is! So this new 3.3 RC 6 is a direct follow-up to 3.2.4 RC 5, with a few more bugs fixed and the version changed.
An update on the current work being rounded off adding OpenXR support to Godot 3 through a plugin and the planned work for Godot 4.
We decide to rename the upcoming 3.2.4 release to Godot 3.3 to better advertize that it's a big milestone with tons of new features! It's still fully compatible with previous Godot 3.2.x releases as one would have expected of 3.2.4, so it will be a recommended update for all Godot users. Moreover, we'll start working on Godot 3.4 in parallel to providing bugfix releases for 3.3.x at a faster pace.
Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. We had a fourth Release Candidate a few days ago which got good testing and helped surface various bugs, many of which have been fixed. So we're now making a RC 5 build to keep iterating fast and make sure that the bug fixes work as expected. Thanks to all pre-release testers who help us find and debug regressions!
This week, we are interviewing Leonardo "Leocesar3D" Veloso about their game Human Diaspora. It was released in September 2020 in early access and is available on Windows and Linux.
Godot 3.2.4 is going to be incredibly feature-packed, and we're taking the time necessary to ensure that it will also be stable. That's why we're releasing a fourth Release Candidate now, focused mostly on fixing issues reported against the previous RC 3. We now also have both standard and Mono builds for macOS signed and notarized!
We've interviewed Fat Gem about their first released project Primal Light. It was released in July 2020 and is available on Windows, macOS and Linux.
Hello! This is Joan speaking. I'm happy to announce that, starting today, I will be working as a full-time Godot developer, and my main focus will be anything rendering related.
The topic of why Godot does not utilize ECS comes up often, so this article will explain the design decisions behind that, as well as shed some light on how Godot works.
Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the second Release Candidate. A few late features have also been included because they were too good to keep waiting (such as improved Inspector subresource editing and node copy-paste support). So it's now time for a RC 3 build to give it another round of testing before the stable release!
We've invited Cheeseness to talk about his project, Hive Time. it was released in December 2019 and is available on Windows, macOS and Linux.
Moonwards is an in-development open source sandbox MMO built with Godot. In this guest post, some members of the Moonwards team give us insights into how they approach building such a complex project with Godot.
Godot 3.2.4 is shaping up nicely, and a number of issues have been fixed since the first Release Candidate two weeks ago. So it's now time for a RC 2 build to give it another round of testing before the stable release!
We are delighted to announce that the game development studio Kefir is giving the Godot Engine project a USD 120,000 grant to fund further development of our free and open source game engine.
The TileMap and TileSet editors got a lot of improvements. Most of the painting tools are now implemented again and usability has been greatly improved.
The Web Editor has reached release candidate state, improved HTML5 gamepad support allows supporting more devices out of the box.
Godot contributors are moving from good old IRC to a new self-hosted chat platform based on Rocket.Chat! It provides many modern features that will enable a better communication flow between contributors, as well as providing a central place for all team or topic-specific discussion channels around Godot development.
As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times.
After 4 months of development it's time to aim for the 3.2.4 stable release to bring the numerous new features and even more important bug fixes to all Godot users. So here's a first Release Candidate to get broader testing of everything that has been iterated upon in the past 6 beta builds.