GitHub is hosting the 5th edition of its #GameOff jam focused on free and open source tools. As a leading libre 2D and 3D game engine, Godot is a perfect for that jam and it's a great opportunity to give it a try and fall in love with its intuitive yet powerful workflow!
The next alpha release of Godot 3.0 is about to be published and it will be the first version that ships with C# support. This post gives an introduction to C# scripting in Godot and how to use it in your project.
Godot is a community developed game engine. The development process is becoming tighter and more efficient every day. As the amount of contributors keep growing exponentially, it's a big challenge for us to keep this process efficient and yet improve it.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. The motivation behind it was not to achieve the maximum performance in extreme use cases, but accomodate better to most user's needs.
A little bit over a month ago we launched a Patreon campaign to improve our funding. The first goal, which is allowing our lead developer Juan Linietsky to work full time on the project, has been just met, which is amazing!! Thanks to everyone who helped and contributed!
Godot 3's API reference is 60% incomplete. With so many changes since 2.0, we must review classes and their descriptions. The engine can only grow and attract tons of users if it has great docs. And this cannot happen without you. Join us this Saturday for the first Godot 3.0 docs Sprint!
Godot has grown a lot and, nowadays, and new users expect us to have quality documentation comparable to commercial offerings. For this, the documentation system we currently have needs tweaks and improvements. As we, game engine developers, are not experienced in the web side of the programming world, everything seems daunting to us (please don't laugh), so any help with the following items would be hugely appreciated!
Godot 2.1.4 is released and brings a good number of enhancements and bug fixes, as well as some new features backported from the master branch. There is now (beta) support for Universal Windows Platform, advanced string format in GDScript, one-way collisions for TileMaps, an improved debugger, and many other changes which should stay fully compatible with existing 2.1.x projects.
The first two weeks of our new Patreon campaign have been astounding, with more than $2,400/month pledged by the community to enable us to hire Juan full-time to work on Godot's development. We are 80% of the way up to that goal, and with your help to spread the news we might be able to reach our target $3,000 within a few days! To celebrate this huge progress, we upgraded our Patreon rewards to make them more accessible. We also took this opportunity to satisfy some legal requirements of being a non-profit charity, ensuring that no reward could be interpreted as a taxable business income.
Godot and OpenHMD (VR library) developers will be at the Kiel Open Source and Linux Days in Kiel, Germany, on Friday 15 and Saturday 16 September 2017. Both projects will have a stand each, and we will make a 1-hour presentation and a 2-hour workflow for aspiring and beginner Godot users.
This is a short article clarifying some on my views of why I believe glTF to be a great asset pipeline format, contrarily to the claims of Eric Lengyel's feature comparison of OpenGEX and glTF.
Many devs asked me to write about this for a long time, so sharing my experience for this process.
We are launching a Patreon site (https://www.patreon.com/godotengine) to help fund Godot development. Help us develop Godot better and faster by becoming our Patron!
Khronos, with glTF 2.0, has given us a fantastic open standard for asset exchange format between 3D modelling software and game engines. Here's why we must make it succeed...
There is still a long way to go to finalize Godot 3.0 and release it publicly, but we are now ready for some broader testing of the alpha version. The first alpha build comes with many known issues, but also a lot of interesting (and undocumented) features to experiment with and debug.