news

Maintenance release: Godot 3.0.2

By: Hein-Pieter van Braam Mar 04 - 2018

We've found several small regressions in Godot 3.0.1. This maintenance release addresses these and also add some features for our C# users.

Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0

By: Juan Linietsky Feb 26 - 2018

The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms. This sounds really good in theory and we could say it *almost* works, but...

Maintenance release: Godot 3.0.1

By: Hein-Pieter van Braam Feb 25 - 2018

We are pretty happy with the overall stability of Godot 3.0, that we released in late January. Still, we want to provide the best level of support to our users, so we are going to make regular maintenance releases for the 3.0 branch, to bring backward-compatible bug fixes and enhancements to all users. Our aim is that you should be able to just upgrade to 3.0.1 and continue developing your 3.0 projects without any change (apart from C# support, which is still in alpha and thus a moving target). Check the detailed release notes to see what's new in Godot 3.0.1, and what bugs have been fixed.

Introduction and Godot 3.0.1-rc1

By: Hein-Pieter van Braam Feb 23 - 2018

We've released the release candidate for the first patch release of the Godot 3.0 branch. This is what is going to be 3.0.1. We've added many fixes and some enhancements to make your lives as Godot users (even) better. Please see the article for details on the release and we'd like to ask all our users to test!

Update on recent VR developments

By: Bastiaan Olij Feb 21 - 2018

Godot VR support is slowly improving. The OpenVR drivers are now supplied through the asset library and we have the first version of our Oculus drivers available!

Dev snapshot: Godot 2.1.5 beta 1

By: Rémi Verschelde Feb 19 - 2018

As Godot 3.0 is a major release with compatibility breakage, we are still going to support the previous 2.1 stable branch for some time. Many fixes and enhancements have been done in the 2.1 branch since the release of 2.1.4 in August 2017, so it's time to get them tested widely to go towards a 2.1.5 release.

Preparing for GDC 2018

By: Juan Linietsky Feb 16 - 2018

Me and other Godot devs will be present at GDC 2018. The plan is to push Godot more into the corporate world.

GLES2 and GDNative, progress report #2

By: Thomas Herzog Feb 12 - 2018

Because of the big release there have been many GDNative related tasks that needed to be addressed. Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running.

Godot 3.0 is out and ready for the big leagues

By: Juan Linietsky Jan 29 - 2018

After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 support, and many other features!

Dev snapshot: Godot 3.0 RC 3

By: Rémi Verschelde Jan 24 - 2018

Yet another iteration in the last week before 3.0 stable - this third release candidate should fix the main issues found in 3.0 RC 2, and bring us very close to what the stable release should be. Please test it extensively, it's (probably) the last call before takeoff!

GLES2 and GDNative, progress report #1

By: Thomas Herzog Jan 23 - 2018

Thanks to our very supporting patrons I have the opportunity to work part-time on Godot! My work will be mostly about implementing an OpenGL ES 2.0 compatible rendering backend for Godot 3.1, as well as maintaining the GDNative system and bindings. The first month I spent on getting started and familiar with the rendering in Godot.

Dev snapshot: Godot 3.0 RC 2

By: Rémi Verschelde Jan 20 - 2018

The long-awaited release is finally here, Godot 3.0... RC 2 ;) The actual stable release is still planned for January 2018, but we have various recent bug fixes that need broader testing before we can label the current master branch "stable" and move on towards the next milestone. You can already expect a third (and hopefully last) RC early next week, and the stable release shortly after.

Dev snapshot: Godot 3.0 RC 1

By: Rémi Verschelde Jan 14 - 2018

Things have sped up a lot in the Godot development team since the beginning of 2018, to be able to finalize 3.0 and release it in January. The release freeze has been announced, meaning that enhancements and non-critical bug fixes are no longer being merged, to ensure that the master branch can stabilize and eventually be ready for the final release. This means of course that many known issues won't be fixed for 3.0, but will have to wait for 3.1 or for the maintenance 3.0.x releases which should start arriving in February.

GodotCon 2018: Venue and Call for Proposals

By: Rémi Verschelde Jan 10 - 2018

Our GodotCon 2018 is approaching and will take place at Ludus Académie in Brussels on February 5 & 6. It's your last chance to register if you want to attend the event, and it's now also the time for all participants to think about talks, workshops or other activities that they would like to have during GodotCon, and then send us their proposals.

Next Patreon goal: Help us hire Rémi Verschelde (Akien) full time!

By: Juan Linietsky Jan 08 - 2018

So far we have been a few months on Patreon and the net result has been overwhelmingly positive, as we get enough funds each month to hire our lead developer and an intern! Still, it's time to start thinking about our next hire to continue speeding up Godot's development as well as its visibility and relevance in the gamedev industry.