GDScript progress report: Writing a tokenizer
By: George Marques May 04 - 2020
GDScript is being rewritten. In this article we talk about the new tokenizer—the first step in the compilation process.
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.
Navigation Server for Godot 4.0
By: Andrea Catania Feb 19 - 2020
Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.
Headsup: Vulkan merged, master branch unstable
By: Rémi Verschelde Feb 11 - 2020
Godot 3.2 was released two weeks ago, and it's now time to go full steam ahead towards our next milestone, Godot 4.0. The Vulkan port which had been worked on in a dedicated branch is now getting merged in our main development branch, which has a few implications on what to expect from the 'master' branch and how pending Pull Requests will be impacted.
Meet with the Godot Engine representatives at GDC 2020!
By: Juan Linietsky Feb 10 - 2020
Next month it will be time for GDC yet again! The project leadership will be attending the event for meetings and we are starting to build our schedule for GDC 2020.
Submissions open for Godot 2020 showreel
By: Juan Linietsky Feb 07 - 2020
Showcase your game in the upcoming 2020 Godot showreel!
Godot Engine was awarded an Epic MegaGrant
By: Juan Linietsky Feb 03 - 2020
With great excitement, today we want to officially announce the great honor of having been awarded an Epic MegaGrant!
Here comes Godot 3.2, with quality as priority
By: Rémi Verschelde Jan 29 - 2020
Godot contributors are thrilled and delighted to release our newest major update, Godot 3.2! It's the result of over 10 months of work by close to 450 contributors who authored more than 6000 commits! Godot 3.2 is a major improvement over our previous 3.1 installment, bringing dozens of major features and hundreds of bugfixes and enhancements to bring our game developers an ever-improving feature set with a strong focus on usability.
Vulkan progress report #6
By: Juan Linietsky Jan 28 - 2020
It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.
Release candidate: Godot 3.2 RC 4
By: Rémi Verschelde Jan 27 - 2020
Last check before takeoff! This 4th release candidate should be the last one, meant to validate the current state of the `master` branch before releasing it as 3.2-stable! It's the last chance to test the new release and report any critical issue, otherwise its fix will have to wait for the 3.2.1 maintenance update in coming weeks.
Schedule for GodotCon 2020 in Brussels
By: Rémi Verschelde Jan 26 - 2020
GodotCon Brussels 2020 starts in one week (3-4 Feb 2020), and many of us are already getting ready to travel to Brussels for the Godot Sprint and FOSDEM this week. Here's a first version of the schedule for the GodotCon, with presentations of the confirmed speakers. Note that we will likely have a few more talks added to the schedule in the coming days, and the current order is not final (hence why there is also no time schedule yet).