news

Godot's new renderer, progress report #3

By: Juan Linietsky Dec 31 - 2016

It's been a month since the second progress report, and progress continues towards the new Godot renderer. This milestone was (and will likely be) the most difficult, due to the techniques that had to be implemented.

Godot Community Game Jam - Dec 2016 / Jan 2017

By: Rémi Verschelde Dec 15 - 2016

After the success of the previous game jams in March and June, we launch a new community game jam for the new year, with the theme "Two buttons". Go to https://itch.io/jam/godotjam122016 to partake in the jam, alone or in a team with other community members!

Godot's new renderer, progress report #2

By: Juan Linietsky Dec 04 - 2016

It's been a month since the first [progress report](https://godotengine.org/article/godots-new-renderer-progress-report-1), and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature.

Maintenance release: Godot 2.1.1

By: Rémi Verschelde Nov 17 - 2016

Three months after the release of Godot 2.1, we finally have the first maintenance release in the current stable branch. Rich of 271 new commits, it brings many bug fixes, enhancements and even some new features backported for the master branch! Highlights are OSX gamepad support, AStar implementation and some advanced drag and drop features in the editor!

Onward to the new 3D renderer

By: Rémi Verschelde Nov 15 - 2016

We decided to skip the planned 2.2 release to work at full steam on the upcoming Godot 3.0 and its new OpenGL ES 3.0 / OpenGL 3.3 renderer. We aim for a Godot 3.0 release in the first quarter of 2017, and it should bring an incredible load of features and improvements. Juan Linietsky will also be working full-time on Godot for the coming months thanks to the Mozilla MOSS award that we received earlier this year.

Godot's new renderer, progress report #1

By: Juan Linietsky Nov 01 - 2016

As many of you have probably heard, a new rendering backend is being worked on for Godot. One of the most common comments when evaluating godot by potential users is that, for 2D, Godot is awesome but for 3D it's pretty far from the mainstream alternatives. For Godot 3.0 (our new release being worked on) we are working hard to change this.

The Asset Library web frontend reaches beta

By: Rémi Verschelde Oct 31 - 2016

After several months of development, the web frontend to Godot's Asset Library finally reached the beta status!

Making shaders more accessible

By: Juan Linietsky Oct 06 - 2016

For most game developers, shaders are this scary monster that presents itself with such a complexity that seems out of reach. In reality, shaders are quite simple by default and just get more complex the more you add to them.

Our point'n'click framework is finally out!

By: Ariel Manzur Oct 01 - 2016

The long-awaited framework to create point & click adventure games, initially promised during the Kickstarter for The Interactive Adventures of Dog Mendonça and Pizzaboy®, is finally available. It is of course open source, and comes with a great manual written by Ariel Manzur and the FLOSS Manuals FR team.

Join the Hacktoberfest and contribute to Godot!

By: Rémi Verschelde Oct 01 - 2016

Hacktoberfest, an event that encourages you to contribute to open source projects (Godot included) starts now, and will last for the whole month of October. If you make at least four pull requests, you can earn a cool hacker T-shirt!

Why does Godot use Servers and RIDs?

By: Juan Linietsky Sep 24 - 2016

If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. always ends up in a giant "server" class. These really large classes, which Godot calls "severs", generally abstract some implementation or architecture.

A change of Image

By: Juan Linietsky Sep 22 - 2016

Godot has many built-in types. Built-in types are used for non-pointer API arguments, where you need to pass around information fast and you don't really care much about keeping a reference. One of the early built-in types in Godot is Image, which is like a Vector, but with a little more information related to image data (such as width, height, format and whether or not it has mipmaps).

Godot's new high level networking preview is up!

By: Juan Linietsky Aug 20 - 2016

Up to now, Godot networking was only limited to UDP, TCP and some high level protocols such as SSL and HTTP. However, for games themselves, the key is how to synchronize state between games. Having to do this manually with low level APIs can be an enormous pain, due to the inherent limitations of the protocols...

More programming languages in Godot, want to help?

By: Juan Linietsky Aug 10 - 2016

There is a common misundertanding in the industry about us, Godot devs, trying to reinvent the wheel because we like it. This could not be further away from the truth.

Godot reaches 2.1 stable!

By: Juan Linietsky Aug 09 - 2016

After almost six months of hard work, we are proudly presenting you the marvellous Godot Engine 2.1. Just like 2.0, this version focuses almost exclusively on further improving usability and the editor interface.