news

Only two buttons, but dozens of games!

By: Rémi Verschelde Feb 16 - 2017

Godot's Dec 2016 - Jan 2017 Community Game Jam ended with 41 entries, including some very interesting games! Check the jam winners in this post: Astrid - The Meow Night Shadow, 2 and 3, Two Taps Racer!

Godot 3.0 new internals, progress report #4

By: Juan Linietsky Feb 04 - 2017

Most of the internal code in Godot was written over a decade ago, and many design decisions that were taken back then, did not stand the test of time. January was spent mostly updating Godot internals and breaking compatibility, now that we have the chance.

Maintenance release: Godot 2.1.2

By: Rémi Verschelde Jan 21 - 2017

Here comes a new maintenance release in the current stable branch, Godot 2.1.2. It features various bug fixes and usability improvements, as well as brand new IPv6 support in the networking API, a better audio driver initialization reducing the latency, ternary operators in GDScript and out of the box split screen mode for 2D!

Meet us at FOSDEM 2017 and GodotCon

By: Rémi Verschelde Jan 18 - 2017

The Godot Engine community is officially attending the FOSDEM 2017 in Brussels, Belgium on Feb 4-5, and also organises its own "GodotCon" event in Brussels the next two days (Feb 6-7). All interested Godot users and contributors are invited to join us for a great real life meeting!

WARNING: HEAD is going unstable!

By: Juan Linietsky Jan 02 - 2017

Starting now, and only for the upcoming 3.0 release, HEAD will break compatibility completely. Projects from Godot 1.x and 2.x **will not work** and this is expected.

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!