Dev snapshot: Godot 3.2 alpha 2
By: Rémi Verschelde Oct 11 - 2019
It's been less than a week since we published Godot 3.2 alpha 1 as a first development snapshot towards the stable release. But as mentioned, we want to have builds frequently to iterate and improve the stability on a weekly basis, so here comes 3.2 alpha 2. As that branch is already quite mature, this should allow us to publish Godot 3.2-stable in a few weeks.
Schedule for GodotCon 2019 in Poznań
By: Rémi Verschelde Oct 10 - 2019
The GodotCon 2019 in Poznań, Poland is nearing, so here is the preliminary schedule of talks and demos, as well as presentations of the speakers. Content will be updated with the actual time schedule for the two days of GodotCon, and possibly additional talks.
CFP: Game Development room at FOSDEM 2020
By: George Marques Oct 09 - 2019
We organize a devroom focused on free and open source Game Development at the FOSDEM 2020 in Brussels, on February 1-2, 2020. We ask any interested developer or user of FOSS game development tools or games to send us their talk proposals until December 1, 2019.
Dev snapshot: Godot 3.2 alpha 1
By: Rémi Verschelde Oct 06 - 2019
After close to 7 months of development and over 4,000 commits since the 3.1 release, we are now happy to release Godot 3.2 alpha 1, our first milestone towards the next stable installment of our free and open source game engine. It brings new features such as an Android plugin/custom build system, C# support for Android, WebRTC support and WebSocket improvements, a fully reworked Visual Shader editor, ARKit and Oculus Go/Quest support and many more.
Heroic Labs supports Godot development
By: Rémi Verschelde Oct 02 - 2019
We are happy to announce that Heroic Labs is now supporting Godot's development as Platinum sponsor! For this occasion, we asked Heroic Labs co-founder Mo Firouz to write some words about the company, why they choose to support Godot and their plans to integrate Nakama with our engine.
Basic cryptography, SSL improvements
By: Fabio Alessandrelli Sep 28 - 2019
As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.
George Marques will be working full time for the project
By: Juan Linietsky Sep 18 - 2019
After some months, the project has received enough funding to be able to do a new full time hire! Thanks hugely to everyone who is supporting us, as your help has allowed us reaching this far!
GSoC 2019 progress report #3
By: Rémi Verschelde Sep 08 - 2019
For the second time, Godot took part in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. We had 8 students working for on great new features all around the engine, and in this third and last progress report, they outline the final state of their GSoC work, how to use it (when relevant) and future steps that they might envision for the feature they worked on.
Introducing the Godot Proposals repository
By: Juan Linietsky Sep 04 - 2019
The past two years, the project kept growing at a steady pace. One of the most important consequences of this growth process is that our GitHub issue tracker has exploded with ideas, proposals and bug reports.
Vulkan progress report #3
By: Juan Linietsky Sep 02 - 2019
Work on porting the rendering engine to Vulkan continues at a steady pace.
WebSocket updates, UDP multicast
By: Fabio Alessandrelli Aug 22 - 2019
UDP multicast support, WebSocket updates, demos, a new tutorial.
GSoC 2019 progress report #2
By: Rémi Verschelde Aug 21 - 2019
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.
Vulkan progress report #2
By: Juan Linietsky Aug 03 - 2019
In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!
Meet the community at GodotCon Poznań 2019
By: Rémi Verschelde Jul 23 - 2019
For the second year in a row, we're graciously hosted by the Game Industry Conference (GIC) organizers to have our own GodotCon in Poznań, Poland on 16 & 17 October 2019, the two days before GIC. And to complete the week, we will also have a Godot Sprint on 14 & 15 October 2019, for all Godot contributors to meet, work together and exchange on development topics.
GSoC 2019 progress report #1 (part 2)
By: Rémi Verschelde Jul 18 - 2019
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).
GSoC 2019 progress report #1 (part 1)
By: Rémi Verschelde Jul 17 - 2019
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).
C# support on Android
By: Ignacio Roldán Etcheverry Jul 12 - 2019
Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.
Maintenance release: Godot 2.1.6
By: Rémi Verschelde Jul 11 - 2019
Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.
Godot 3.2 ARVR update
By: Bastiaan Olij Jul 11 - 2019
Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.
Vulkan progress report #1
By: Juan Linietsky Jul 01 - 2019
While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.
WebRTC support, progress report #3
By: Fabio Alessandrelli Jun 19 - 2019
WebRTC for the High Level Multiplayer API is here! Featuring a fully peer to peer mesh network. Documentation is now available for WebRTC classes, a tutorial and two new demos has been added.
Let's complete the docs: Godot 3.2 Docs Sprint
By: Nathan GDQuest Jun 07 - 2019
We're starting a series of docs sprints once again to make Godot's reference and documentation as good as they can be! Together, we can improve everyone's experience using the engine.
Dev snapshot: Godot 2.1.6 RC 1
By: Rémi Verschelde Jun 04 - 2019
It's been a long time since our previous release in the 2.1 branch! The upcoming 2.1.6 release is intended to address new requirements from Google Play and Apple store, as well as update thirdparty libraries to recent versions to fix known security vulnerabilities (in particular in libpng and openssl).
Major update for Visual Shaders in Godot 3.2
By: Yuri Roubinsky May 22 - 2019
With the Godot 3.1 release, the Visual Shader editor was recreated from the ashes of its Godot 2.x ancestor. While usable and packed with visual features, Visual Shaders lacked many features from their Shader (script) big brother. A new update has been prepared for Godot 3.2 to solve this problem.
WebRTC support, progress report #2
By: Fabio Alessandrelli May 21 - 2019
Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.