news

Vulkan progress report #7

By: Juan Linietsky May 01 - 2020

It's been three months since a Vulkan progress report! I know you guys missed them, so I made sure to work extra hard to have something nice to make up. It feels great to be back to doing graphics programming after two months refactoring the core engine.

Announcing the 2020 showreel!

By: Juan Linietsky Apr 25 - 2020

The showreel for 2020 is up! As every year, more and more quality submissions fall in our hands, making the selection job very difficult. This year was not the exception, and it was even more difficult as wehad had record submission amount (over 200) so, this time, several core contributors took the work of ranking and voting them to decide which would make up the final reel.

Dev snapshot: Godot 3.2.2 beta 1

By: Rémi Verschelde Apr 19 - 2020

After refining our Godot 3.2 release with bug fixes in 3.2.1 last month, it's time to integrate some of the new features that didn't make it into the 3.2 merge window. Notably, Godot 3.2.2 is going to add three major features: C# support for the iOS platform, 2D batching for the GLES2 renderer, and a re-architecture of the Android plugin system.

Godot 4.0 gets global and per-instance shader uniforms

By: Juan Linietsky Apr 17 - 2020

Work towards the complete 4.0 feature set continues at a vibrant pace (Stay tuned for the progress report at the end of the month!). Today I will discuss a new feature that most likely takes a bit more time to understand than just looking at an image.

GLES2 renderer optimization - 2D batching

By: Bartleby Lawnjelly Apr 09 - 2020

While Juan's work on the Vulkan rendering backend is ongoing in the master branch, the rest of the rendering team have not been idle. They have been working on many bug fixes and some improvements to the OpenGL rendering in the 3.x branch, and one of the most awaited is the addition of batching of 2D primitives in the GLES2 renderer, which should significantly increase performance in a lot of 2D games.

C# progress report: iOS and signals as events

By: Ignacio Roldán Etcheverry Apr 06 - 2020

Godot is getting iOS support for C# games. There is also a new system for using Godot signals as C# events.

Core refactoring progress report #2

By: Juan Linietsky Mar 28 - 2020

As promised in my previous post, the core refactoring work I am undertaking took two months to complete. This means rewriting large parts of the core engine for consistency and features.

Custom sky shaders in Godot 4.0

By: Clay John Mar 23 - 2020

Student applications for GSoC 2020 open today

By: George Marques Mar 16 - 2020

Applications to the Google Summer of Code 2020 are open. As a participant organization, we share some tips to students on how to write their proposals.

Maintenance release: Godot 3.2.1

By: Rémi Verschelde Mar 10 - 2020

Our current stable version, Godot 3.2, was released at the end of January as a major upgrade to all features and the usability of the engine. But as with any software release, there are always things that can still be improved and bugs that can be fixed, and as such we plan to release frequent maintenance releases for the 3.2 branch, to make it ever more enjoyable and reliable to work with. This first Godot 3.2.1 release aims to address the main regressions noticed in 3.2, as well as fixing more preexisting bugs and improving usability and documentation.

Release candidate: Godot 3.2.1 RC 2

By: Rémi Verschelde Mar 05 - 2020

Time flies and it's already close to two weeks since our first release candidate for the upcoming Godot 3.2.1, which will be a maintenance update focusing on bug fixes for Godot 3.2 users. Since RC 1, a couple regressions have been fixed, and a few additional bug fixes, documentation updates and usability enhancements have been included. We now publish Godot 3.2.1 RC 2 to validate those additional changes.

Core refactoring progress report #1

By: Juan Linietsky Feb 29 - 2020

Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.

Call for volunteers for organizing regional communities

By: Juan Linietsky Feb 26 - 2020

Godot communities keep growing steadily around the world. As a result, in the past years, many local groups related to Godot usage and development have started to appear in different continents, countries and cities. We now start a Regional Communities team to connect those groups together and give them better visibility on official Godot platforms.

ENet with DTLS encryption in 4.0

By: Fabio Alessandrelli Feb 25 - 2020

Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.

Release candidate: Godot 3.2.1 RC 1

By: Rémi Verschelde Feb 22 - 2020

Here's a first Release Candidate for the upcoming Godot 3.2.1 maintenance release, which fixes various issues reported against the recently released version 3.2. Please test it to ensure that everything works as expected before we push the stable release.